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Offsetmapping: new "Bias" parameter that sets a custom "null point" instead of always...
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
158
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
190
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
198
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210
211 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"};
212
213 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"};
214
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
216
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
218
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 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"};
221
222 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."};
223
224 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)"};
225
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
228
229 extern qboolean v_flipped_state;
230
231 static struct r_bloomstate_s
232 {
233         qboolean enabled;
234         qboolean hdr;
235
236         int bloomwidth, bloomheight;
237
238         textype_t texturetype;
239         int viewfbo; // used to check if r_viewfbo cvar has changed
240
241         int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242         rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243         rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
244
245         int screentexturewidth, screentextureheight;
246         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
247
248         int bloomtexturewidth, bloomtextureheight;
249         rtexture_t *texture_bloom;
250
251         // arrays for rendering the screen passes
252         float screentexcoord2f[8];
253         float bloomtexcoord2f[8];
254         float offsettexcoord2f[8];
255
256         r_viewport_t viewport;
257 }
258 r_bloomstate;
259
260 r_waterstate_t r_waterstate;
261
262 /// shadow volume bsp struct with automatically growing nodes buffer
263 svbsp_t r_svbsp;
264
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
278
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
281 {
282         char basename[64];
283         rtexture_t *texture;
284 }
285 cubemapinfo_t;
286
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
289
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
293
294 typedef struct r_qwskincache_s
295 {
296         char name[MAX_QPATH];
297         skinframe_t *skinframe;
298 }
299 r_qwskincache_t;
300
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
303
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
308 {
309         0, 0, 0,
310         1, 0, 0,
311         1, 1, 0,
312         0, 1, 0
313 };
314 const float r_d3dscreenvertex3f[12] =
315 {
316         0, 1, 0,
317         1, 1, 0,
318         1, 0, 0,
319         0, 0, 0
320 };
321
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
323 {
324         int i;
325         for (i = 0;i < verts;i++)
326         {
327                 out[0] = in[0] * r;
328                 out[1] = in[1] * g;
329                 out[2] = in[2] * b;
330                 out[3] = in[3];
331                 in += 4;
332                 out += 4;
333         }
334 }
335
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
337 {
338         int i;
339         for (i = 0;i < verts;i++)
340         {
341                 out[0] = r;
342                 out[1] = g;
343                 out[2] = b;
344                 out[3] = a;
345                 out += 4;
346         }
347 }
348
349 // FIXME: move this to client?
350 void FOG_clear(void)
351 {
352         if (gamemode == GAME_NEHAHRA)
353         {
354                 Cvar_Set("gl_fogenable", "0");
355                 Cvar_Set("gl_fogdensity", "0.2");
356                 Cvar_Set("gl_fogred", "0.3");
357                 Cvar_Set("gl_foggreen", "0.3");
358                 Cvar_Set("gl_fogblue", "0.3");
359         }
360         r_refdef.fog_density = 0;
361         r_refdef.fog_red = 0;
362         r_refdef.fog_green = 0;
363         r_refdef.fog_blue = 0;
364         r_refdef.fog_alpha = 1;
365         r_refdef.fog_start = 0;
366         r_refdef.fog_end = 16384;
367         r_refdef.fog_height = 1<<30;
368         r_refdef.fog_fadedepth = 128;
369         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
370 }
371
372 static void R_BuildBlankTextures(void)
373 {
374         unsigned char data[4];
375         data[2] = 128; // normal X
376         data[1] = 128; // normal Y
377         data[0] = 255; // normal Z
378         data[3] = 128; // height
379         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380         data[0] = 255;
381         data[1] = 255;
382         data[2] = 255;
383         data[3] = 255;
384         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385         data[0] = 128;
386         data[1] = 128;
387         data[2] = 128;
388         data[3] = 255;
389         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390         data[0] = 0;
391         data[1] = 0;
392         data[2] = 0;
393         data[3] = 255;
394         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 }
396
397 static void R_BuildNoTexture(void)
398 {
399         int x, y;
400         unsigned char pix[16][16][4];
401         // this makes a light grey/dark grey checkerboard texture
402         for (y = 0;y < 16;y++)
403         {
404                 for (x = 0;x < 16;x++)
405                 {
406                         if ((y < 8) ^ (x < 8))
407                         {
408                                 pix[y][x][0] = 128;
409                                 pix[y][x][1] = 128;
410                                 pix[y][x][2] = 128;
411                                 pix[y][x][3] = 255;
412                         }
413                         else
414                         {
415                                 pix[y][x][0] = 64;
416                                 pix[y][x][1] = 64;
417                                 pix[y][x][2] = 64;
418                                 pix[y][x][3] = 255;
419                         }
420                 }
421         }
422         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
423 }
424
425 static void R_BuildWhiteCube(void)
426 {
427         unsigned char data[6*1*1*4];
428         memset(data, 255, sizeof(data));
429         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
430 }
431
432 static void R_BuildNormalizationCube(void)
433 {
434         int x, y, side;
435         vec3_t v;
436         vec_t s, t, intensity;
437 #define NORMSIZE 64
438         unsigned char *data;
439         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440         for (side = 0;side < 6;side++)
441         {
442                 for (y = 0;y < NORMSIZE;y++)
443                 {
444                         for (x = 0;x < NORMSIZE;x++)
445                         {
446                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448                                 switch(side)
449                                 {
450                                 default:
451                                 case 0:
452                                         v[0] = 1;
453                                         v[1] = -t;
454                                         v[2] = -s;
455                                         break;
456                                 case 1:
457                                         v[0] = -1;
458                                         v[1] = -t;
459                                         v[2] = s;
460                                         break;
461                                 case 2:
462                                         v[0] = s;
463                                         v[1] = 1;
464                                         v[2] = t;
465                                         break;
466                                 case 3:
467                                         v[0] = s;
468                                         v[1] = -1;
469                                         v[2] = -t;
470                                         break;
471                                 case 4:
472                                         v[0] = s;
473                                         v[1] = -t;
474                                         v[2] = 1;
475                                         break;
476                                 case 5:
477                                         v[0] = -s;
478                                         v[1] = -t;
479                                         v[2] = -1;
480                                         break;
481                                 }
482                                 intensity = 127.0f / sqrt(DotProduct(v, v));
483                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486                                 data[((side*64+y)*64+x)*4+3] = 255;
487                         }
488                 }
489         }
490         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
491         Mem_Free(data);
492 }
493
494 static void R_BuildFogTexture(void)
495 {
496         int x, b;
497 #define FOGWIDTH 256
498         unsigned char data1[FOGWIDTH][4];
499         //unsigned char data2[FOGWIDTH][4];
500         double d, r, alpha;
501
502         r_refdef.fogmasktable_start = r_refdef.fog_start;
503         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504         r_refdef.fogmasktable_range = r_refdef.fogrange;
505         r_refdef.fogmasktable_density = r_refdef.fog_density;
506
507         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
509         {
510                 d = (x * r - r_refdef.fogmasktable_start);
511                 if(developer_extra.integer)
512                         Con_DPrintf("%f ", d);
513                 d = max(0, d);
514                 if (r_fog_exp2.integer)
515                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
516                 else
517                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518                 if(developer_extra.integer)
519                         Con_DPrintf(" : %f ", alpha);
520                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521                 if(developer_extra.integer)
522                         Con_DPrintf(" = %f\n", alpha);
523                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
524         }
525
526         for (x = 0;x < FOGWIDTH;x++)
527         {
528                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529                 data1[x][0] = b;
530                 data1[x][1] = b;
531                 data1[x][2] = b;
532                 data1[x][3] = 255;
533                 //data2[x][0] = 255 - b;
534                 //data2[x][1] = 255 - b;
535                 //data2[x][2] = 255 - b;
536                 //data2[x][3] = 255;
537         }
538         if (r_texture_fogattenuation)
539         {
540                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542         }
543         else
544         {
545                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
547         }
548 }
549
550 static void R_BuildFogHeightTexture(void)
551 {
552         unsigned char *inpixels;
553         int size;
554         int x;
555         int y;
556         int j;
557         float c[4];
558         float f;
559         inpixels = NULL;
560         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561         if (r_refdef.fogheighttexturename[0])
562                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
563         if (!inpixels)
564         {
565                 r_refdef.fog_height_tablesize = 0;
566                 if (r_texture_fogheighttexture)
567                         R_FreeTexture(r_texture_fogheighttexture);
568                 r_texture_fogheighttexture = NULL;
569                 if (r_refdef.fog_height_table2d)
570                         Mem_Free(r_refdef.fog_height_table2d);
571                 r_refdef.fog_height_table2d = NULL;
572                 if (r_refdef.fog_height_table1d)
573                         Mem_Free(r_refdef.fog_height_table1d);
574                 r_refdef.fog_height_table1d = NULL;
575                 return;
576         }
577         size = image_width;
578         r_refdef.fog_height_tablesize = size;
579         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
582         Mem_Free(inpixels);
583         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
584         // average fog color table accounting for every fog layer between a point
585         // and the camera.  (Note: attenuation is handled separately!)
586         for (y = 0;y < size;y++)
587         {
588                 for (x = 0;x < size;x++)
589                 {
590                         Vector4Clear(c);
591                         f = 0;
592                         if (x < y)
593                         {
594                                 for (j = x;j <= y;j++)
595                                 {
596                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
597                                         f++;
598                                 }
599                         }
600                         else
601                         {
602                                 for (j = x;j >= y;j--)
603                                 {
604                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605                                         f++;
606                                 }
607                         }
608                         f = 1.0f / f;
609                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
613                 }
614         }
615         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
616 }
617
618 //=======================================================================================================================================================
619
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
622 ;
623
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
626 ;
627
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *vertexfilename;
643         const char *geometryfilename;
644         const char *fragmentfilename;
645         const char *pretext;
646         const char *name;
647 }
648 shadermodeinfo_t;
649
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
652 {
653         {"#define USEDIFFUSE\n", " diffuse"},
654         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655         {"#define USEVIEWTINT\n", " viewtint"},
656         {"#define USECOLORMAPPING\n", " colormapping"},
657         {"#define USESATURATION\n", " saturation"},
658         {"#define USEFOGINSIDE\n", " foginside"},
659         {"#define USEFOGOUTSIDE\n", " fogoutside"},
660         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662         {"#define USEGAMMARAMPS\n", " gammaramps"},
663         {"#define USECUBEFILTER\n", " cubefilter"},
664         {"#define USEGLOW\n", " glow"},
665         {"#define USEBLOOM\n", " bloom"},
666         {"#define USESPECULAR\n", " specular"},
667         {"#define USEPOSTPROCESSING\n", " postprocessing"},
668         {"#define USEREFLECTION\n", " reflection"},
669         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
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"},
683         {"#define USETRIPPY\n", " trippy"},
684 };
685
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
688 {
689         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
707 };
708
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
710 {
711         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
729 };
730
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
733 {
734         /// hash lookup data
735         struct r_glsl_permutation_s *hashnext;
736         unsigned int mode;
737         unsigned int permutation;
738
739         /// indicates if we have tried compiling this permutation already
740         qboolean compiled;
741         /// 0 if compilation failed
742         int program;
743         // texture units assigned to each detected uniform
744         int tex_Texture_First;
745         int tex_Texture_Second;
746         int tex_Texture_GammaRamps;
747         int tex_Texture_Normal;
748         int tex_Texture_Color;
749         int tex_Texture_Gloss;
750         int tex_Texture_Glow;
751         int tex_Texture_SecondaryNormal;
752         int tex_Texture_SecondaryColor;
753         int tex_Texture_SecondaryGloss;
754         int tex_Texture_SecondaryGlow;
755         int tex_Texture_Pants;
756         int tex_Texture_Shirt;
757         int tex_Texture_FogHeightTexture;
758         int tex_Texture_FogMask;
759         int tex_Texture_Lightmap;
760         int tex_Texture_Deluxemap;
761         int tex_Texture_Attenuation;
762         int tex_Texture_Cube;
763         int tex_Texture_Refraction;
764         int tex_Texture_Reflection;
765         int tex_Texture_ShadowMap2D;
766         int tex_Texture_CubeProjection;
767         int tex_Texture_ScreenDepth;
768         int tex_Texture_ScreenNormalMap;
769         int tex_Texture_ScreenDiffuse;
770         int tex_Texture_ScreenSpecular;
771         int tex_Texture_ReflectMask;
772         int tex_Texture_ReflectCube;
773         int tex_Texture_BounceGrid;
774         /// locations of detected uniforms in program object, or -1 if not found
775         int loc_Texture_First;
776         int loc_Texture_Second;
777         int loc_Texture_GammaRamps;
778         int loc_Texture_Normal;
779         int loc_Texture_Color;
780         int loc_Texture_Gloss;
781         int loc_Texture_Glow;
782         int loc_Texture_SecondaryNormal;
783         int loc_Texture_SecondaryColor;
784         int loc_Texture_SecondaryGloss;
785         int loc_Texture_SecondaryGlow;
786         int loc_Texture_Pants;
787         int loc_Texture_Shirt;
788         int loc_Texture_FogHeightTexture;
789         int loc_Texture_FogMask;
790         int loc_Texture_Lightmap;
791         int loc_Texture_Deluxemap;
792         int loc_Texture_Attenuation;
793         int loc_Texture_Cube;
794         int loc_Texture_Refraction;
795         int loc_Texture_Reflection;
796         int loc_Texture_ShadowMap2D;
797         int loc_Texture_CubeProjection;
798         int loc_Texture_ScreenDepth;
799         int loc_Texture_ScreenNormalMap;
800         int loc_Texture_ScreenDiffuse;
801         int loc_Texture_ScreenSpecular;
802         int loc_Texture_ReflectMask;
803         int loc_Texture_ReflectCube;
804         int loc_Texture_BounceGrid;
805         int loc_Alpha;
806         int loc_BloomBlur_Parameters;
807         int loc_ClientTime;
808         int loc_Color_Ambient;
809         int loc_Color_Diffuse;
810         int loc_Color_Specular;
811         int loc_Color_Glow;
812         int loc_Color_Pants;
813         int loc_Color_Shirt;
814         int loc_DeferredColor_Ambient;
815         int loc_DeferredColor_Diffuse;
816         int loc_DeferredColor_Specular;
817         int loc_DeferredMod_Diffuse;
818         int loc_DeferredMod_Specular;
819         int loc_DistortScaleRefractReflect;
820         int loc_EyePosition;
821         int loc_FogColor;
822         int loc_FogHeightFade;
823         int loc_FogPlane;
824         int loc_FogPlaneViewDist;
825         int loc_FogRangeRecip;
826         int loc_LightColor;
827         int loc_LightDir;
828         int loc_LightPosition;
829         int loc_OffsetMapping_ScaleSteps;
830         int loc_OffsetMapping_LodDistance;
831         int loc_OffsetMapping_Bias;
832         int loc_PixelSize;
833         int loc_ReflectColor;
834         int loc_ReflectFactor;
835         int loc_ReflectOffset;
836         int loc_RefractColor;
837         int loc_Saturation;
838         int loc_ScreenCenterRefractReflect;
839         int loc_ScreenScaleRefractReflect;
840         int loc_ScreenToDepth;
841         int loc_ShadowMap_Parameters;
842         int loc_ShadowMap_TextureScale;
843         int loc_SpecularPower;
844         int loc_UserVec1;
845         int loc_UserVec2;
846         int loc_UserVec3;
847         int loc_UserVec4;
848         int loc_ViewTintColor;
849         int loc_ViewToLight;
850         int loc_ModelToLight;
851         int loc_TexMatrix;
852         int loc_BackgroundTexMatrix;
853         int loc_ModelViewProjectionMatrix;
854         int loc_ModelViewMatrix;
855         int loc_PixelToScreenTexCoord;
856         int loc_ModelToReflectCube;
857         int loc_ShadowMapMatrix;
858         int loc_BloomColorSubtract;
859         int loc_NormalmapScrollBlend;
860         int loc_BounceGridMatrix;
861         int loc_BounceGridIntensity;
862 }
863 r_glsl_permutation_t;
864
865 #define SHADERPERMUTATION_HASHSIZE 256
866
867
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
870 enum
871 {
872         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
878         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
880 };
881 #define SHADERSTATICPARMS_COUNT 8
882
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
885
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
889 {
890         static int r_compileshader_staticparms_save[1];
891         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
893
894         // detect all
895         if (r_glsl_saturation_redcompensate.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897         if (r_glsl_vertextextureblend_usebothalphas.integer)
898                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899         if (r_shadow_glossexact.integer)
900                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901         if (r_glsl_postprocess.integer)
902         {
903                 if (r_glsl_postprocess_uservec1_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905                 if (r_glsl_postprocess_uservec2_enable.integer)
906                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907                 if (r_glsl_postprocess_uservec3_enable.integer)
908                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909                 if (r_glsl_postprocess_uservec4_enable.integer)
910                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
911         }
912         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
915 }
916
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
920         else \
921                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
923 {
924         shaderstaticparms_count = 0;
925
926         // emit all
927         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
935 }
936
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
943
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
945 {
946         //unsigned int hashdepth = 0;
947         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948         r_glsl_permutation_t *p;
949         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
950         {
951                 if (p->mode == mode && p->permutation == permutation)
952                 {
953                         //if (hashdepth > 10)
954                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955                         return p;
956                 }
957                 //hashdepth++;
958         }
959         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
960         p->mode = mode;
961         p->permutation = permutation;
962         p->hashnext = r_glsl_permutationhash[mode][hashindex];
963         r_glsl_permutationhash[mode][hashindex] = p;
964         //if (hashdepth > 10)
965         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966         return p;
967 }
968
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
970 {
971         char *shaderstring;
972         if (!filename || !filename[0])
973                 return NULL;
974         if (!strcmp(filename, "glsl/default.glsl"))
975         {
976                 if (!glslshaderstring)
977                 {
978                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979                         if (glslshaderstring)
980                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
981                         else
982                                 glslshaderstring = (char *)builtinshaderstring;
983                 }
984                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
986                 return shaderstring;
987         }
988         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
989         if (shaderstring)
990         {
991                 if (printfromdisknotice)
992                         Con_DPrintf("from disk %s... ", filename);
993                 return shaderstring;
994         }
995         return shaderstring;
996 }
997
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
999 {
1000         int i;
1001         int sampler;
1002         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003         char *vertexstring, *geometrystring, *fragmentstring;
1004         char permutationname[256];
1005         int vertstrings_count = 0;
1006         int geomstrings_count = 0;
1007         int fragstrings_count = 0;
1008         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1011
1012         if (p->compiled)
1013                 return;
1014         p->compiled = true;
1015         p->program = 0;
1016
1017         permutationname[0] = 0;
1018         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1021
1022         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1023
1024         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025         if(vid.support.gl20shaders130)
1026         {
1027                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1033         }
1034
1035         // the first pretext is which type of shader to compile as
1036         // (later these will all be bound together as a program object)
1037         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1040
1041         // the second pretext is the mode (for example a light source)
1042         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1046
1047         // now add all the permutation pretexts
1048         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1049         {
1050                 if (permutation & (1<<i))
1051                 {
1052                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1056                 }
1057                 else
1058                 {
1059                         // keep line numbers correct
1060                         vertstrings_list[vertstrings_count++] = "\n";
1061                         geomstrings_list[geomstrings_count++] = "\n";
1062                         fragstrings_list[fragstrings_count++] = "\n";
1063                 }
1064         }
1065
1066         // add static parms
1067         R_CompileShader_AddStaticParms(mode, permutation);
1068         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069         vertstrings_count += shaderstaticparms_count;
1070         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071         geomstrings_count += shaderstaticparms_count;
1072         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073         fragstrings_count += shaderstaticparms_count;
1074
1075         // now append the shader text itself
1076         vertstrings_list[vertstrings_count++] = vertexstring;
1077         geomstrings_list[geomstrings_count++] = geometrystring;
1078         fragstrings_list[fragstrings_count++] = fragmentstring;
1079
1080         // if any sources were NULL, clear the respective list
1081         if (!vertexstring)
1082                 vertstrings_count = 0;
1083         if (!geometrystring)
1084                 geomstrings_count = 0;
1085         if (!fragmentstring)
1086                 fragstrings_count = 0;
1087
1088         // compile the shader program
1089         if (vertstrings_count + geomstrings_count + fragstrings_count)
1090                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1091         if (p->program)
1092         {
1093                 CHECKGLERROR
1094                 qglUseProgram(p->program);CHECKGLERROR
1095                 // look up all the uniform variable names we care about, so we don't
1096                 // have to look them up every time we set them
1097
1098                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1099                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1100                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1102                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1103                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1104                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1105                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1110                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1111                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1113                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1117                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1118                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1119                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1129                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1131                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1132                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1133                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1134                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1135                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1136                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1137                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1144                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1145                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1146                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1147                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1149                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1150                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1151                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1152                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1156                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1157                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1158                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1159                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1160                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1161                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1164                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1167                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1168                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1169                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1170                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1171                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1172                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1173                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1174                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1175                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185                 // initialize the samplers to refer to the texture units we use
1186                 p->tex_Texture_First = -1;
1187                 p->tex_Texture_Second = -1;
1188                 p->tex_Texture_GammaRamps = -1;
1189                 p->tex_Texture_Normal = -1;
1190                 p->tex_Texture_Color = -1;
1191                 p->tex_Texture_Gloss = -1;
1192                 p->tex_Texture_Glow = -1;
1193                 p->tex_Texture_SecondaryNormal = -1;
1194                 p->tex_Texture_SecondaryColor = -1;
1195                 p->tex_Texture_SecondaryGloss = -1;
1196                 p->tex_Texture_SecondaryGlow = -1;
1197                 p->tex_Texture_Pants = -1;
1198                 p->tex_Texture_Shirt = -1;
1199                 p->tex_Texture_FogHeightTexture = -1;
1200                 p->tex_Texture_FogMask = -1;
1201                 p->tex_Texture_Lightmap = -1;
1202                 p->tex_Texture_Deluxemap = -1;
1203                 p->tex_Texture_Attenuation = -1;
1204                 p->tex_Texture_Cube = -1;
1205                 p->tex_Texture_Refraction = -1;
1206                 p->tex_Texture_Reflection = -1;
1207                 p->tex_Texture_ShadowMap2D = -1;
1208                 p->tex_Texture_CubeProjection = -1;
1209                 p->tex_Texture_ScreenDepth = -1;
1210                 p->tex_Texture_ScreenNormalMap = -1;
1211                 p->tex_Texture_ScreenDiffuse = -1;
1212                 p->tex_Texture_ScreenSpecular = -1;
1213                 p->tex_Texture_ReflectMask = -1;
1214                 p->tex_Texture_ReflectCube = -1;
1215                 p->tex_Texture_BounceGrid = -1;
1216                 sampler = 0;
1217                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1218                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1219                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1220                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1221                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1222                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1223                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1224                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1226                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1227                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1228                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1229                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1230                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1232                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1233                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1234                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1235                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1236                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1237                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1238                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1239                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1240                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1241                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1243                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1244                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1245                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1246                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1247                 CHECKGLERROR
1248                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1249         }
1250         else
1251                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1252
1253         // free the strings
1254         if (vertexstring)
1255                 Mem_Free(vertexstring);
1256         if (geometrystring)
1257                 Mem_Free(geometrystring);
1258         if (fragmentstring)
1259                 Mem_Free(fragmentstring);
1260 }
1261
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1263 {
1264         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265         if (r_glsl_permutation != perm)
1266         {
1267                 r_glsl_permutation = perm;
1268                 if (!r_glsl_permutation->program)
1269                 {
1270                         if (!r_glsl_permutation->compiled)
1271                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1272                         if (!r_glsl_permutation->program)
1273                         {
1274                                 // remove features until we find a valid permutation
1275                                 int i;
1276                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277                                 {
1278                                         // reduce i more quickly whenever it would not remove any bits
1279                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280                                         if (!(permutation & j))
1281                                                 continue;
1282                                         permutation -= j;
1283                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284                                         if (!r_glsl_permutation->compiled)
1285                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1286                                         if (r_glsl_permutation->program)
1287                                                 break;
1288                                 }
1289                                 if (i >= SHADERPERMUTATION_COUNT)
1290                                 {
1291                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293                                         qglUseProgram(0);CHECKGLERROR
1294                                         return; // no bit left to clear, entire mode is broken
1295                                 }
1296                         }
1297                 }
1298                 CHECKGLERROR
1299                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1300         }
1301         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1304 }
1305
1306 #ifdef SUPPORTD3D
1307
1308 #ifdef SUPPORTD3D
1309 #include <d3d9.h>
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1312 #endif
1313
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1316 {
1317         /// hash lookup data
1318         struct r_hlsl_permutation_s *hashnext;
1319         unsigned int mode;
1320         unsigned int permutation;
1321
1322         /// indicates if we have tried compiling this permutation already
1323         qboolean compiled;
1324         /// NULL if compilation failed
1325         IDirect3DVertexShader9 *vertexshader;
1326         IDirect3DPixelShader9 *pixelshader;
1327 }
1328 r_hlsl_permutation_t;
1329
1330 typedef enum D3DVSREGISTER_e
1331 {
1332         D3DVSREGISTER_TexMatrix = 0, // float4x4
1333         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337         D3DVSREGISTER_ModelToLight = 20, // float4x4
1338         D3DVSREGISTER_EyePosition = 24,
1339         D3DVSREGISTER_FogPlane = 25,
1340         D3DVSREGISTER_LightDir = 26,
1341         D3DVSREGISTER_LightPosition = 27,
1342 }
1343 D3DVSREGISTER_t;
1344
1345 typedef enum D3DPSREGISTER_e
1346 {
1347         D3DPSREGISTER_Alpha = 0,
1348         D3DPSREGISTER_BloomBlur_Parameters = 1,
1349         D3DPSREGISTER_ClientTime = 2,
1350         D3DPSREGISTER_Color_Ambient = 3,
1351         D3DPSREGISTER_Color_Diffuse = 4,
1352         D3DPSREGISTER_Color_Specular = 5,
1353         D3DPSREGISTER_Color_Glow = 6,
1354         D3DPSREGISTER_Color_Pants = 7,
1355         D3DPSREGISTER_Color_Shirt = 8,
1356         D3DPSREGISTER_DeferredColor_Ambient = 9,
1357         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358         D3DPSREGISTER_DeferredColor_Specular = 11,
1359         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360         D3DPSREGISTER_DeferredMod_Specular = 13,
1361         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362         D3DPSREGISTER_EyePosition = 15, // unused
1363         D3DPSREGISTER_FogColor = 16,
1364         D3DPSREGISTER_FogHeightFade = 17,
1365         D3DPSREGISTER_FogPlane = 18,
1366         D3DPSREGISTER_FogPlaneViewDist = 19,
1367         D3DPSREGISTER_FogRangeRecip = 20,
1368         D3DPSREGISTER_LightColor = 21,
1369         D3DPSREGISTER_LightDir = 22, // unused
1370         D3DPSREGISTER_LightPosition = 23,
1371         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372         D3DPSREGISTER_PixelSize = 25,
1373         D3DPSREGISTER_ReflectColor = 26,
1374         D3DPSREGISTER_ReflectFactor = 27,
1375         D3DPSREGISTER_ReflectOffset = 28,
1376         D3DPSREGISTER_RefractColor = 29,
1377         D3DPSREGISTER_Saturation = 30,
1378         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380         D3DPSREGISTER_ScreenToDepth = 33,
1381         D3DPSREGISTER_ShadowMap_Parameters = 34,
1382         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383         D3DPSREGISTER_SpecularPower = 36,
1384         D3DPSREGISTER_UserVec1 = 37,
1385         D3DPSREGISTER_UserVec2 = 38,
1386         D3DPSREGISTER_UserVec3 = 39,
1387         D3DPSREGISTER_UserVec4 = 40,
1388         D3DPSREGISTER_ViewTintColor = 41,
1389         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390         D3DPSREGISTER_BloomColorSubtract = 43,
1391         D3DPSREGISTER_ViewToLight = 44, // float4x4
1392         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393         D3DPSREGISTER_NormalmapScrollBlend = 52,
1394         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395         D3DPSREGISTER_OffsetMapping_Bias = 54,
1396         // next at 54
1397 }
1398 D3DPSREGISTER_t;
1399
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1406
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1408 {
1409         //unsigned int hashdepth = 0;
1410         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411         r_hlsl_permutation_t *p;
1412         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1413         {
1414                 if (p->mode == mode && p->permutation == permutation)
1415                 {
1416                         //if (hashdepth > 10)
1417                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1418                         return p;
1419                 }
1420                 //hashdepth++;
1421         }
1422         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1423         p->mode = mode;
1424         p->permutation = permutation;
1425         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426         r_hlsl_permutationhash[mode][hashindex] = p;
1427         //if (hashdepth > 10)
1428         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1429         return p;
1430 }
1431
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1433 {
1434         char *shaderstring;
1435         if (!filename || !filename[0])
1436                 return NULL;
1437         if (!strcmp(filename, "hlsl/default.hlsl"))
1438         {
1439                 if (!hlslshaderstring)
1440                 {
1441                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442                         if (hlslshaderstring)
1443                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1444                         else
1445                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1446                 }
1447                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449                 return shaderstring;
1450         }
1451         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1452         if (shaderstring)
1453         {
1454                 if (printfromdisknotice)
1455                         Con_DPrintf("from disk %s... ", filename);
1456                 return shaderstring;
1457         }
1458         return shaderstring;
1459 }
1460
1461 #include <d3dx9.h>
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1464
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1466 {
1467         DWORD *vsbin = NULL;
1468         DWORD *psbin = NULL;
1469         fs_offset_t vsbinsize;
1470         fs_offset_t psbinsize;
1471 //      IDirect3DVertexShader9 *vs = NULL;
1472 //      IDirect3DPixelShader9 *ps = NULL;
1473         ID3DXBuffer *vslog = NULL;
1474         ID3DXBuffer *vsbuffer = NULL;
1475         ID3DXConstantTable *vsconstanttable = NULL;
1476         ID3DXBuffer *pslog = NULL;
1477         ID3DXBuffer *psbuffer = NULL;
1478         ID3DXConstantTable *psconstanttable = NULL;
1479         int vsresult = 0;
1480         int psresult = 0;
1481         char temp[MAX_INPUTLINE];
1482         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483         qboolean debugshader = gl_paranoid.integer != 0;
1484         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1486         if (!debugshader)
1487         {
1488                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1490         }
1491         if ((!vsbin && vertstring) || (!psbin && fragstring))
1492         {
1493                 const char* dllnames_d3dx9 [] =
1494                 {
1495                         "d3dx9_43.dll",
1496                         "d3dx9_42.dll",
1497                         "d3dx9_41.dll",
1498                         "d3dx9_40.dll",
1499                         "d3dx9_39.dll",
1500                         "d3dx9_38.dll",
1501                         "d3dx9_37.dll",
1502                         "d3dx9_36.dll",
1503                         "d3dx9_35.dll",
1504                         "d3dx9_34.dll",
1505                         "d3dx9_33.dll",
1506                         "d3dx9_32.dll",
1507                         "d3dx9_31.dll",
1508                         "d3dx9_30.dll",
1509                         "d3dx9_29.dll",
1510                         "d3dx9_28.dll",
1511                         "d3dx9_27.dll",
1512                         "d3dx9_26.dll",
1513                         "d3dx9_25.dll",
1514                         "d3dx9_24.dll",
1515                         NULL
1516                 };
1517                 dllhandle_t d3dx9_dll = NULL;
1518                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521                 dllfunction_t d3dx9_dllfuncs[] =
1522                 {
1523                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1524                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1525                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1526                         {NULL, NULL}
1527                 };
1528                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1529                 {
1530                         DWORD shaderflags = 0;
1531                         if (debugshader)
1532                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535                         if (vertstring && vertstring[0])
1536                         {
1537                                 if (debugshader)
1538                                 {
1539 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1543                                 }
1544                                 else
1545                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546                                 if (vsbuffer)
1547                                 {
1548                                         vsbinsize = vsbuffer->GetBufferSize();
1549                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551                                         vsbuffer->Release();
1552                                 }
1553                                 if (vslog)
1554                                 {
1555                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1557                                         vslog->Release();
1558                                 }
1559                         }
1560                         if (fragstring && fragstring[0])
1561                         {
1562                                 if (debugshader)
1563                                 {
1564 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1568                                 }
1569                                 else
1570                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1571                                 if (psbuffer)
1572                                 {
1573                                         psbinsize = psbuffer->GetBufferSize();
1574                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576                                         psbuffer->Release();
1577                                 }
1578                                 if (pslog)
1579                                 {
1580                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1582                                         pslog->Release();
1583                                 }
1584                         }
1585                         Sys_UnloadLibrary(&d3dx9_dll);
1586                 }
1587                 else
1588                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1589         }
1590         if (vsbin && psbin)
1591         {
1592                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593                 if (FAILED(vsresult))
1594                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596                 if (FAILED(psresult))
1597                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1598         }
1599         // free the shader data
1600         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1602 }
1603
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1605 {
1606         int i;
1607         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608         int vertstring_length = 0;
1609         int geomstring_length = 0;
1610         int fragstring_length = 0;
1611         char *t;
1612         char *vertexstring, *geometrystring, *fragmentstring;
1613         char *vertstring, *geomstring, *fragstring;
1614         char permutationname[256];
1615         char cachename[256];
1616         int vertstrings_count = 0;
1617         int geomstrings_count = 0;
1618         int fragstrings_count = 0;
1619         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1622
1623         if (p->compiled)
1624                 return;
1625         p->compiled = true;
1626         p->vertexshader = NULL;
1627         p->pixelshader = NULL;
1628
1629         permutationname[0] = 0;
1630         cachename[0] = 0;
1631         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1634
1635         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636         strlcat(cachename, "hlsl/", sizeof(cachename));
1637
1638         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639         vertstrings_count = 0;
1640         geomstrings_count = 0;
1641         fragstrings_count = 0;
1642         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1645
1646         // the first pretext is which type of shader to compile as
1647         // (later these will all be bound together as a program object)
1648         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1651
1652         // the second pretext is the mode (for example a light source)
1653         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657         strlcat(cachename, modeinfo->name, sizeof(cachename));
1658
1659         // now add all the permutation pretexts
1660         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1661         {
1662                 if (permutation & (1<<i))
1663                 {
1664                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1669                 }
1670                 else
1671                 {
1672                         // keep line numbers correct
1673                         vertstrings_list[vertstrings_count++] = "\n";
1674                         geomstrings_list[geomstrings_count++] = "\n";
1675                         fragstrings_list[fragstrings_count++] = "\n";
1676                 }
1677         }
1678
1679         // add static parms
1680         R_CompileShader_AddStaticParms(mode, permutation);
1681         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682         vertstrings_count += shaderstaticparms_count;
1683         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684         geomstrings_count += shaderstaticparms_count;
1685         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686         fragstrings_count += shaderstaticparms_count;
1687
1688         // replace spaces in the cachename with _ characters
1689         for (i = 0;cachename[i];i++)
1690                 if (cachename[i] == ' ')
1691                         cachename[i] = '_';
1692
1693         // now append the shader text itself
1694         vertstrings_list[vertstrings_count++] = vertexstring;
1695         geomstrings_list[geomstrings_count++] = geometrystring;
1696         fragstrings_list[fragstrings_count++] = fragmentstring;
1697
1698         // if any sources were NULL, clear the respective list
1699         if (!vertexstring)
1700                 vertstrings_count = 0;
1701         if (!geometrystring)
1702                 geomstrings_count = 0;
1703         if (!fragmentstring)
1704                 fragstrings_count = 0;
1705
1706         vertstring_length = 0;
1707         for (i = 0;i < vertstrings_count;i++)
1708                 vertstring_length += strlen(vertstrings_list[i]);
1709         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1712
1713         geomstring_length = 0;
1714         for (i = 0;i < geomstrings_count;i++)
1715                 geomstring_length += strlen(geomstrings_list[i]);
1716         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1719
1720         fragstring_length = 0;
1721         for (i = 0;i < fragstrings_count;i++)
1722                 fragstring_length += strlen(fragstrings_list[i]);
1723         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1726
1727         // try to load the cached shader, or generate one
1728         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1729
1730         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1732         else
1733                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1734
1735         // free the strings
1736         if (vertstring)
1737                 Mem_Free(vertstring);
1738         if (geomstring)
1739                 Mem_Free(geomstring);
1740         if (fragstring)
1741                 Mem_Free(fragstring);
1742         if (vertexstring)
1743                 Mem_Free(vertexstring);
1744         if (geometrystring)
1745                 Mem_Free(geometrystring);
1746         if (fragmentstring)
1747                 Mem_Free(fragmentstring);
1748 }
1749
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1765 {
1766         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767         if (r_hlsl_permutation != perm)
1768         {
1769                 r_hlsl_permutation = perm;
1770                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1771                 {
1772                         if (!r_hlsl_permutation->compiled)
1773                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1774                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775                         {
1776                                 // remove features until we find a valid permutation
1777                                 int i;
1778                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779                                 {
1780                                         // reduce i more quickly whenever it would not remove any bits
1781                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782                                         if (!(permutation & j))
1783                                                 continue;
1784                                         permutation -= j;
1785                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786                                         if (!r_hlsl_permutation->compiled)
1787                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1788                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1789                                                 break;
1790                                 }
1791                                 if (i >= SHADERPERMUTATION_COUNT)
1792                                 {
1793                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795                                         return; // no bit left to clear, entire mode is broken
1796                                 }
1797                         }
1798                 }
1799                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1801         }
1802         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1805 }
1806 #endif
1807
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1809 {
1810         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1814 }
1815
1816 void R_GLSL_Restart_f(void)
1817 {
1818         unsigned int i, limit;
1819         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820                 Mem_Free(glslshaderstring);
1821         glslshaderstring = NULL;
1822         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823                 Mem_Free(hlslshaderstring);
1824         hlslshaderstring = NULL;
1825         switch(vid.renderpath)
1826         {
1827         case RENDERPATH_D3D9:
1828 #ifdef SUPPORTD3D
1829                 {
1830                         r_hlsl_permutation_t *p;
1831                         r_hlsl_permutation = NULL;
1832                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833                         for (i = 0;i < limit;i++)
1834                         {
1835                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1836                                 {
1837                                         if (p->vertexshader)
1838                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1839                                         if (p->pixelshader)
1840                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1841                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1842                                 }
1843                         }
1844                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1845                 }
1846 #endif
1847                 break;
1848         case RENDERPATH_D3D10:
1849                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850                 break;
1851         case RENDERPATH_D3D11:
1852                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853                 break;
1854         case RENDERPATH_GL20:
1855         case RENDERPATH_GLES2:
1856                 {
1857                         r_glsl_permutation_t *p;
1858                         r_glsl_permutation = NULL;
1859                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860                         for (i = 0;i < limit;i++)
1861                         {
1862                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1863                                 {
1864                                         GL_Backend_FreeProgram(p->program);
1865                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1866                                 }
1867                         }
1868                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1869                 }
1870                 break;
1871         case RENDERPATH_GL11:
1872         case RENDERPATH_GL13:
1873         case RENDERPATH_GLES1:
1874                 break;
1875         case RENDERPATH_SOFT:
1876                 break;
1877         }
1878 }
1879
1880 void R_GLSL_DumpShader_f(void)
1881 {
1882         int i;
1883         qfile_t *file;
1884
1885         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1886         if (file)
1887         {
1888                 FS_Print(file, "/* The engine may define the following macros:\n");
1889                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890                 for (i = 0;i < SHADERMODE_COUNT;i++)
1891                         FS_Print(file, glslshadermodeinfo[i].pretext);
1892                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893                         FS_Print(file, shaderpermutationinfo[i].pretext);
1894                 FS_Print(file, "*/\n");
1895                 FS_Print(file, builtinshaderstring);
1896                 FS_Close(file);
1897                 Con_Printf("glsl/default.glsl written\n");
1898         }
1899         else
1900                 Con_Printf("failed to write to glsl/default.glsl\n");
1901
1902         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1903         if (file)
1904         {
1905                 FS_Print(file, "/* The engine may define the following macros:\n");
1906                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907                 for (i = 0;i < SHADERMODE_COUNT;i++)
1908                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1909                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910                         FS_Print(file, shaderpermutationinfo[i].pretext);
1911                 FS_Print(file, "*/\n");
1912                 FS_Print(file, builtinhlslshaderstring);
1913                 FS_Close(file);
1914                 Con_Printf("hlsl/default.hlsl written\n");
1915         }
1916         else
1917                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1918 }
1919
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1921 {
1922         unsigned int permutation = 0;
1923         if (r_trippy.integer && !notrippy)
1924                 permutation |= SHADERPERMUTATION_TRIPPY;
1925         permutation |= SHADERPERMUTATION_VIEWTINT;
1926         if (first)
1927                 permutation |= SHADERPERMUTATION_DIFFUSE;
1928         if (second)
1929                 permutation |= SHADERPERMUTATION_SPECULAR;
1930         if (texturemode == GL_MODULATE)
1931                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932         else if (texturemode == GL_ADD)
1933                 permutation |= SHADERPERMUTATION_GLOW;
1934         else if (texturemode == GL_DECAL)
1935                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1938         if (!second)
1939                 texturemode = GL_MODULATE;
1940         if (vid.allowalphatocoverage)
1941                 GL_AlphaToCoverage(false);
1942         switch (vid.renderpath)
1943         {
1944         case RENDERPATH_D3D9:
1945 #ifdef SUPPORTD3D
1946                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947                 R_Mesh_TexBind(GL20TU_FIRST , first );
1948                 R_Mesh_TexBind(GL20TU_SECOND, second);
1949                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1951 #endif
1952                 break;
1953         case RENDERPATH_D3D10:
1954                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1955                 break;
1956         case RENDERPATH_D3D11:
1957                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1958                 break;
1959         case RENDERPATH_GL20:
1960         case RENDERPATH_GLES2:
1961                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1966                 break;
1967         case RENDERPATH_GL13:
1968         case RENDERPATH_GLES1:
1969                 R_Mesh_TexBind(0, first );
1970                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971                 R_Mesh_TexBind(1, second);
1972                 if (second)
1973                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1974                 break;
1975         case RENDERPATH_GL11:
1976                 R_Mesh_TexBind(0, first );
1977                 break;
1978         case RENDERPATH_SOFT:
1979                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980                 R_Mesh_TexBind(GL20TU_FIRST , first );
1981                 R_Mesh_TexBind(GL20TU_SECOND, second);
1982                 break;
1983         }
1984 }
1985
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1987 {
1988         unsigned int permutation = 0;
1989         if (r_trippy.integer && !notrippy)
1990                 permutation |= SHADERPERMUTATION_TRIPPY;
1991         if (vid.allowalphatocoverage)
1992                 GL_AlphaToCoverage(false);
1993         switch (vid.renderpath)
1994         {
1995         case RENDERPATH_D3D9:
1996 #ifdef SUPPORTD3D
1997                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1998 #endif
1999                 break;
2000         case RENDERPATH_D3D10:
2001                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002                 break;
2003         case RENDERPATH_D3D11:
2004                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2005                 break;
2006         case RENDERPATH_GL20:
2007         case RENDERPATH_GLES2:
2008                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2009                 break;
2010         case RENDERPATH_GL13:
2011         case RENDERPATH_GLES1:
2012                 R_Mesh_TexBind(0, 0);
2013                 R_Mesh_TexBind(1, 0);
2014                 break;
2015         case RENDERPATH_GL11:
2016                 R_Mesh_TexBind(0, 0);
2017                 break;
2018         case RENDERPATH_SOFT:
2019                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2020                 break;
2021         }
2022 }
2023
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2025 {
2026         int permutation = 0;
2027         if (r_trippy.integer && !notrippy)
2028                 permutation |= SHADERPERMUTATION_TRIPPY;
2029         if (vid.allowalphatocoverage)
2030                 GL_AlphaToCoverage(false);
2031         switch (vid.renderpath)
2032         {
2033         case RENDERPATH_D3D9:
2034 #ifdef SUPPORTHLSL
2035                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2036 #endif
2037                 break;
2038         case RENDERPATH_D3D10:
2039                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2040                 break;
2041         case RENDERPATH_D3D11:
2042                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2043                 break;
2044         case RENDERPATH_GL20:
2045         case RENDERPATH_GLES2:
2046                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2047                 break;
2048         case RENDERPATH_GL13:
2049         case RENDERPATH_GLES1:
2050                 break;
2051         case RENDERPATH_GL11:
2052                 break;
2053         case RENDERPATH_SOFT:
2054                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2055                 break;
2056         }
2057 }
2058
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2083
2084 #define BLENDFUNC_ALLOWS_COLORMOD      1
2085 #define BLENDFUNC_ALLOWS_FOG           2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2090 {
2091         int r = 0;
2092
2093         // a blendfunc allows colormod if:
2094         // a) it can never keep the destination pixel invariant, or
2095         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096         // this is to prevent unintended side effects from colormod
2097
2098         // a blendfunc allows fog if:
2099         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100         // this is to prevent unintended side effects from fog
2101
2102         // these checks are the output of fogeval.pl
2103
2104         r |= BLENDFUNC_ALLOWS_COLORMOD;
2105         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2126
2127         return r;
2128 }
2129
2130 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2131 {
2132         // select a permutation of the lighting shader appropriate to this
2133         // combination of texture, entity, light source, and fogging, only use the
2134         // minimum features necessary to avoid wasting rendering time in the
2135         // fragment shader on features that are not being used
2136         unsigned int permutation = 0;
2137         unsigned int mode = 0;
2138         int blendfuncflags;
2139         static float dummy_colormod[3] = {1, 1, 1};
2140         float *colormod = rsurface.colormod;
2141         float m16f[16];
2142         matrix4x4_t tempmatrix;
2143         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144         if (r_trippy.integer && !notrippy)
2145                 permutation |= SHADERPERMUTATION_TRIPPY;
2146         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150         if (rsurfacepass == RSURFPASS_BACKGROUND)
2151         {
2152                 // distorted background
2153                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2154                 {
2155                         mode = SHADERMODE_WATER;
2156                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2157                         {
2158                                 // this is the right thing to do for wateralpha
2159                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2160                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2161                         }
2162                         else
2163                         {
2164                                 // this is the right thing to do for entity alpha
2165                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167                         }
2168                 }
2169                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2170                 {
2171                         mode = SHADERMODE_REFRACTION;
2172                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174                 }
2175                 else
2176                 {
2177                         mode = SHADERMODE_GENERIC;
2178                         permutation |= SHADERPERMUTATION_DIFFUSE;
2179                         GL_BlendFunc(GL_ONE, GL_ZERO);
2180                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2181                 }
2182                 if (vid.allowalphatocoverage)
2183                         GL_AlphaToCoverage(false);
2184         }
2185         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2186         {
2187                 if (r_glsl_offsetmapping.integer)
2188                 {
2189                         switch(rsurface.texture->offsetmapping)
2190                         {
2191                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194                         case OFFSETMAPPING_OFF: break;
2195                         }
2196                 }
2197                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199                 // normalmap (deferred prepass), may use alpha test on diffuse
2200                 mode = SHADERMODE_DEFERREDGEOMETRY;
2201                 GL_BlendFunc(GL_ONE, GL_ZERO);
2202                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203                 if (vid.allowalphatocoverage)
2204                         GL_AlphaToCoverage(false);
2205         }
2206         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2207         {
2208                 if (r_glsl_offsetmapping.integer)
2209                 {
2210                         switch(rsurface.texture->offsetmapping)
2211                         {
2212                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215                         case OFFSETMAPPING_OFF: break;
2216                         }
2217                 }
2218                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2220                 // light source
2221                 mode = SHADERMODE_LIGHTSOURCE;
2222                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2224                 if (diffusescale > 0)
2225                         permutation |= SHADERPERMUTATION_DIFFUSE;
2226                 if (specularscale > 0)
2227                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228                 if (r_refdef.fogenabled)
2229                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230                 if (rsurface.texture->colormapping)
2231                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2232                 if (r_shadow_usingshadowmap2d)
2233                 {
2234                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235                         if(r_shadow_shadowmapvsdct)
2236                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237
2238                         if (r_shadow_shadowmapsampler)
2239                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240                         if (r_shadow_shadowmappcf > 1)
2241                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242                         else if (r_shadow_shadowmappcf)
2243                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2244                 }
2245                 if (rsurface.texture->reflectmasktexture)
2246                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249                 if (vid.allowalphatocoverage)
2250                         GL_AlphaToCoverage(false);
2251         }
2252         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2253         {
2254                 if (r_glsl_offsetmapping.integer)
2255                 {
2256                         switch(rsurface.texture->offsetmapping)
2257                         {
2258                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261                         case OFFSETMAPPING_OFF: break;
2262                         }
2263                 }
2264                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266                 // unshaded geometry (fullbright or ambient model lighting)
2267                 mode = SHADERMODE_FLATCOLOR;
2268                 ambientscale = diffusescale = specularscale = 0;
2269                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270                         permutation |= SHADERPERMUTATION_GLOW;
2271                 if (r_refdef.fogenabled)
2272                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273                 if (rsurface.texture->colormapping)
2274                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2275                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2276                 {
2277                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2279
2280                         if (r_shadow_shadowmapsampler)
2281                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282                         if (r_shadow_shadowmappcf > 1)
2283                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284                         else if (r_shadow_shadowmappcf)
2285                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2286                 }
2287                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288                         permutation |= SHADERPERMUTATION_REFLECTION;
2289                 if (rsurface.texture->reflectmasktexture)
2290                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293                 // when using alphatocoverage, we don't need alphakill
2294                 if (vid.allowalphatocoverage)
2295                 {
2296                         if (r_transparent_alphatocoverage.integer)
2297                         {
2298                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2300                         }
2301                         else
2302                                 GL_AlphaToCoverage(false);
2303                 }
2304         }
2305         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2306         {
2307                 if (r_glsl_offsetmapping.integer)
2308                 {
2309                         switch(rsurface.texture->offsetmapping)
2310                         {
2311                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314                         case OFFSETMAPPING_OFF: break;
2315                         }
2316                 }
2317                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319                 // directional model lighting
2320                 mode = SHADERMODE_LIGHTDIRECTION;
2321                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322                         permutation |= SHADERPERMUTATION_GLOW;
2323                 permutation |= SHADERPERMUTATION_DIFFUSE;
2324                 if (specularscale > 0)
2325                         permutation |= SHADERPERMUTATION_SPECULAR;
2326                 if (r_refdef.fogenabled)
2327                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328                 if (rsurface.texture->colormapping)
2329                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2330                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2331                 {
2332                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2334
2335                         if (r_shadow_shadowmapsampler)
2336                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337                         if (r_shadow_shadowmappcf > 1)
2338                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339                         else if (r_shadow_shadowmappcf)
2340                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2341                 }
2342                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343                         permutation |= SHADERPERMUTATION_REFLECTION;
2344                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346                 if (rsurface.texture->reflectmasktexture)
2347                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2349                 {
2350                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351                         if (r_shadow_bouncegriddirectional)
2352                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2353                 }
2354                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356                 // when using alphatocoverage, we don't need alphakill
2357                 if (vid.allowalphatocoverage)
2358                 {
2359                         if (r_transparent_alphatocoverage.integer)
2360                         {
2361                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2363                         }
2364                         else
2365                                 GL_AlphaToCoverage(false);
2366                 }
2367         }
2368         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2369         {
2370                 if (r_glsl_offsetmapping.integer)
2371                 {
2372                         switch(rsurface.texture->offsetmapping)
2373                         {
2374                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377                         case OFFSETMAPPING_OFF: break;
2378                         }
2379                 }
2380                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382                 // ambient model lighting
2383                 mode = SHADERMODE_LIGHTDIRECTION;
2384                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385                         permutation |= SHADERPERMUTATION_GLOW;
2386                 if (r_refdef.fogenabled)
2387                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388                 if (rsurface.texture->colormapping)
2389                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2390                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2391                 {
2392                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2394
2395                         if (r_shadow_shadowmapsampler)
2396                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397                         if (r_shadow_shadowmappcf > 1)
2398                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399                         else if (r_shadow_shadowmappcf)
2400                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2401                 }
2402                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403                         permutation |= SHADERPERMUTATION_REFLECTION;
2404                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406                 if (rsurface.texture->reflectmasktexture)
2407                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2409                 {
2410                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411                         if (r_shadow_bouncegriddirectional)
2412                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2413                 }
2414                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416                 // when using alphatocoverage, we don't need alphakill
2417                 if (vid.allowalphatocoverage)
2418                 {
2419                         if (r_transparent_alphatocoverage.integer)
2420                         {
2421                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2423                         }
2424                         else
2425                                 GL_AlphaToCoverage(false);
2426                 }
2427         }
2428         else
2429         {
2430                 if (r_glsl_offsetmapping.integer)
2431                 {
2432                         switch(rsurface.texture->offsetmapping)
2433                         {
2434                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437                         case OFFSETMAPPING_OFF: break;
2438                         }
2439                 }
2440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2442                 // lightmapped wall
2443                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444                         permutation |= SHADERPERMUTATION_GLOW;
2445                 if (r_refdef.fogenabled)
2446                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447                 if (rsurface.texture->colormapping)
2448                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2449                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2450                 {
2451                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2453
2454                         if (r_shadow_shadowmapsampler)
2455                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456                         if (r_shadow_shadowmappcf > 1)
2457                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458                         else if (r_shadow_shadowmappcf)
2459                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2460                 }
2461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462                         permutation |= SHADERPERMUTATION_REFLECTION;
2463                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465                 if (rsurface.texture->reflectmasktexture)
2466                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467                 if (FAKELIGHT_ENABLED)
2468                 {
2469                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470                         mode = SHADERMODE_FAKELIGHT;
2471                         permutation |= SHADERPERMUTATION_DIFFUSE;
2472                         if (specularscale > 0)
2473                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2474                 }
2475                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2476                 {
2477                         // deluxemapping (light direction texture)
2478                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2480                         else
2481                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482                         permutation |= SHADERPERMUTATION_DIFFUSE;
2483                         if (specularscale > 0)
2484                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2485                 }
2486                 else if (r_glsl_deluxemapping.integer >= 2)
2487                 {
2488                         // fake deluxemapping (uniform light direction in tangentspace)
2489                         if (rsurface.uselightmaptexture)
2490                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2491                         else
2492                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493                         permutation |= SHADERPERMUTATION_DIFFUSE;
2494                         if (specularscale > 0)
2495                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2496                 }
2497                 else if (rsurface.uselightmaptexture)
2498                 {
2499                         // ordinary lightmapping (q1bsp, q3bsp)
2500                         mode = SHADERMODE_LIGHTMAP;
2501                 }
2502                 else
2503                 {
2504                         // ordinary vertex coloring (q3bsp)
2505                         mode = SHADERMODE_VERTEXCOLOR;
2506                 }
2507                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2508                 {
2509                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510                         if (r_shadow_bouncegriddirectional)
2511                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2512                 }
2513                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515                 // when using alphatocoverage, we don't need alphakill
2516                 if (vid.allowalphatocoverage)
2517                 {
2518                         if (r_transparent_alphatocoverage.integer)
2519                         {
2520                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2522                         }
2523                         else
2524                                 GL_AlphaToCoverage(false);
2525                 }
2526         }
2527         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528                 colormod = dummy_colormod;
2529         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533         switch(vid.renderpath)
2534         {
2535         case RENDERPATH_D3D9:
2536 #ifdef SUPPORTD3D
2537                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541                 if (mode == SHADERMODE_LIGHTSOURCE)
2542                 {
2543                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2545                 }
2546                 else
2547                 {
2548                         if (mode == SHADERMODE_LIGHTDIRECTION)
2549                         {
2550                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2551                         }
2552                 }
2553                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2558
2559                 if (mode == SHADERMODE_LIGHTSOURCE)
2560                 {
2561                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2566
2567                         // additive passes are only darkened by fog, not tinted
2568                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2570                 }
2571                 else
2572                 {
2573                         if (mode == SHADERMODE_FLATCOLOR)
2574                         {
2575                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2576                         }
2577                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2578                         {
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2586                         }
2587                         else
2588                         {
2589                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2592                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2594                         }
2595                         // additive passes are only darkened by fog, not tinted
2596                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2598                         else
2599                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2601                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608                         if (mode == SHADERMODE_WATER)
2609                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2610                 }
2611                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616                 if (rsurface.texture->pantstexture)
2617                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2618                 else
2619                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620                 if (rsurface.texture->shirttexture)
2621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2622                 else
2623                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2633                         );
2634                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer)
2635                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias / 255)
2636                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2638
2639                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2640                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2641                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2642                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2643                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2644                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2645                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2646                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2647                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2648                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2649                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2650                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2652                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2653                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2656                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2657                 {
2658                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2661                 }
2662                 else
2663                 {
2664                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2665                 }
2666 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2667 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2668                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2669                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2670                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2671                 {
2672                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673                         if (rsurface.rtlight)
2674                         {
2675                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2676                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2677                         }
2678                 }
2679 #endif
2680                 break;
2681         case RENDERPATH_D3D10:
2682                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2683                 break;
2684         case RENDERPATH_D3D11:
2685                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2686                 break;
2687         case RENDERPATH_GL20:
2688         case RENDERPATH_GLES2:
2689                 if (!vid.useinterleavedarrays)
2690                 {
2691                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2699                 }
2700                 else
2701                 {
2702                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2704                 }
2705                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707                 if (mode == SHADERMODE_LIGHTSOURCE)
2708                 {
2709                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2715         
2716                         // additive passes are only darkened by fog, not tinted
2717                         if (r_glsl_permutation->loc_FogColor >= 0)
2718                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2720                 }
2721                 else
2722                 {
2723                         if (mode == SHADERMODE_FLATCOLOR)
2724                         {
2725                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2726                         }
2727                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2728                         {
2729                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2730                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2731                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2732                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2735                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2736                         }
2737                         else
2738                         {
2739                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2740                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2741                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2742                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2744                         }
2745                         // additive passes are only darkened by fog, not tinted
2746                         if (r_glsl_permutation->loc_FogColor >= 0)
2747                         {
2748                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2750                                 else
2751                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2752                         }
2753                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2754                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2757                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2761                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2762                 }
2763                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2767                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2768
2769                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2773                 {
2774                         if (rsurface.texture->pantstexture)
2775                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2776                         else
2777                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2778                 }
2779                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2780                 {
2781                         if (rsurface.texture->shirttexture)
2782                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2783                         else
2784                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2785                 }
2786                 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]);
2787                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2795                         );
2796                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias / 255);
2798                 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]);
2799                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2801                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2802
2803                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2804                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2805                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2806                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2807                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2808                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2809                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2810                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2811                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2812                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2813                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2814                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2815                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2816                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2817                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2818                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2819                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2820                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2823                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2824                 {
2825                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2826                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2827                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2828                 }
2829                 else
2830                 {
2831                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2832                 }
2833                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2834                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2835                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2836                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2837                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2838                 {
2839                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2840                         if (rsurface.rtlight)
2841                         {
2842                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2843                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2844                         }
2845                 }
2846                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2847                 CHECKGLERROR
2848                 break;
2849         case RENDERPATH_GL11:
2850         case RENDERPATH_GL13:
2851         case RENDERPATH_GLES1:
2852                 break;
2853         case RENDERPATH_SOFT:
2854                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856                 R_SetupShader_SetPermutationSoft(mode, permutation);
2857                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858                 if (mode == SHADERMODE_LIGHTSOURCE)
2859                 {
2860                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2866         
2867                         // additive passes are only darkened by fog, not tinted
2868                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2870                 }
2871                 else
2872                 {
2873                         if (mode == SHADERMODE_FLATCOLOR)
2874                         {
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2876                         }
2877                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2878                         {
2879                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2880                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2882                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2885                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2886                         }
2887                         else
2888                         {
2889                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2892                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2894                         }
2895                         // additive passes are only darkened by fog, not tinted
2896                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2898                         else
2899                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2901                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2904                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2909                 }
2910                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2915
2916                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2920                 {
2921                         if (rsurface.texture->pantstexture)
2922                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2923                         else
2924                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2925                 }
2926                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2927                 {
2928                         if (rsurface.texture->shirttexture)
2929                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2930                         else
2931                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2932                 }
2933                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2942                         );
2943                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias / 255);
2945                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2947
2948                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2949                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2950                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2951                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2952                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2953                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2954                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2955                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2956                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2957                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2958                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2959                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2961                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2962                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2965                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2966                 {
2967                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2970                 }
2971                 else
2972                 {
2973                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2974                 }
2975 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2976 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2977                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2978                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2979                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2980                 {
2981                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982                         if (rsurface.rtlight)
2983                         {
2984                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2985                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2986                         }
2987                 }
2988                 break;
2989         }
2990 }
2991
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2993 {
2994         // select a permutation of the lighting shader appropriate to this
2995         // combination of texture, entity, light source, and fogging, only use the
2996         // minimum features necessary to avoid wasting rendering time in the
2997         // fragment shader on features that are not being used
2998         unsigned int permutation = 0;
2999         unsigned int mode = 0;
3000         const float *lightcolorbase = rtlight->currentcolor;
3001         float ambientscale = rtlight->ambientscale;
3002         float diffusescale = rtlight->diffusescale;
3003         float specularscale = rtlight->specularscale;
3004         // this is the location of the light in view space
3005         vec3_t viewlightorigin;
3006         // this transforms from view space (camera) to light space (cubemap)
3007         matrix4x4_t viewtolight;
3008         matrix4x4_t lighttoview;
3009         float viewtolight16f[16];
3010         float range = 1.0f / r_shadow_deferred_8bitrange.value;
3011         // light source
3012         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013         if (rtlight->currentcubemap != r_texture_whitecube)
3014                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015         if (diffusescale > 0)
3016                 permutation |= SHADERPERMUTATION_DIFFUSE;
3017         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019         if (r_shadow_usingshadowmap2d)
3020         {
3021                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022                 if (r_shadow_shadowmapvsdct)
3023                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3024
3025                 if (r_shadow_shadowmapsampler)
3026                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027                 if (r_shadow_shadowmappcf > 1)
3028                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029                 else if (r_shadow_shadowmappcf)
3030                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3031         }
3032         if (vid.allowalphatocoverage)
3033                 GL_AlphaToCoverage(false);
3034         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038         switch(vid.renderpath)
3039         {
3040         case RENDERPATH_D3D9:
3041 #ifdef SUPPORTD3D
3042                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3046                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3047                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3051                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3053
3054                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3055                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3056                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3057                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3058                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3059                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3060 #endif
3061                 break;
3062         case RENDERPATH_D3D10:
3063                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3064                 break;
3065         case RENDERPATH_D3D11:
3066                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3067                 break;
3068         case RENDERPATH_GL20:
3069         case RENDERPATH_GLES2:
3070                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3073                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3074                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3075                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078                 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);
3079                 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]);
3080                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3081
3082                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3083                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3084                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3085                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3086                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3087                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3088                 break;
3089         case RENDERPATH_GL11:
3090         case RENDERPATH_GL13:
3091         case RENDERPATH_GLES1:
3092                 break;
3093         case RENDERPATH_SOFT:
3094                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3097                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3098                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3099                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3105
3106                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3107                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3108                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3109                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3110                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3111                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3112                 break;
3113         }
3114 }
3115
3116 #define SKINFRAME_HASH 1024
3117
3118 typedef struct
3119 {
3120         int loadsequence; // incremented each level change
3121         memexpandablearray_t array;
3122         skinframe_t *hash[SKINFRAME_HASH];
3123 }
3124 r_skinframe_t;
3125 r_skinframe_t r_skinframe;
3126
3127 void R_SkinFrame_PrepareForPurge(void)
3128 {
3129         r_skinframe.loadsequence++;
3130         // wrap it without hitting zero
3131         if (r_skinframe.loadsequence >= 200)
3132                 r_skinframe.loadsequence = 1;
3133 }
3134
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3136 {
3137         if (!skinframe)
3138                 return;
3139         // mark the skinframe as used for the purging code
3140         skinframe->loadsequence = r_skinframe.loadsequence;
3141 }
3142
3143 void R_SkinFrame_Purge(void)
3144 {
3145         int i;
3146         skinframe_t *s;
3147         for (i = 0;i < SKINFRAME_HASH;i++)
3148         {
3149                 for (s = r_skinframe.hash[i];s;s = s->next)
3150                 {
3151                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3152                         {
3153                                 if (s->merged == s->base)
3154                                         s->merged = NULL;
3155                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3157                                 R_PurgeTexture(s->merged);s->merged = NULL;
3158                                 R_PurgeTexture(s->base  );s->base   = NULL;
3159                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3160                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3161                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3162                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3163                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3164                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3165                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166                                 s->loadsequence = 0;
3167                         }
3168                 }
3169         }
3170 }
3171
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3173         skinframe_t *item;
3174         char basename[MAX_QPATH];
3175
3176         Image_StripImageExtension(name, basename, sizeof(basename));
3177
3178         if( last == NULL ) {
3179                 int hashindex;
3180                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181                 item = r_skinframe.hash[hashindex];
3182         } else {
3183                 item = last->next;
3184         }
3185
3186         // linearly search through the hash bucket
3187         for( ; item ; item = item->next ) {
3188                 if( !strcmp( item->basename, basename ) ) {
3189                         return item;
3190                 }
3191         }
3192         return NULL;
3193 }
3194
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3196 {
3197         skinframe_t *item;
3198         int hashindex;
3199         char basename[MAX_QPATH];
3200
3201         Image_StripImageExtension(name, basename, sizeof(basename));
3202
3203         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3206                         break;
3207
3208         if (!item) {
3209                 rtexture_t *dyntexture;
3210                 // check whether its a dynamic texture
3211                 dyntexture = CL_GetDynTexture( basename );
3212                 if (!add && !dyntexture)
3213                         return NULL;
3214                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215                 memset(item, 0, sizeof(*item));
3216                 strlcpy(item->basename, basename, sizeof(item->basename));
3217                 item->base = dyntexture; // either NULL or dyntexture handle
3218                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219                 item->comparewidth = comparewidth;
3220                 item->compareheight = compareheight;
3221                 item->comparecrc = comparecrc;
3222                 item->next = r_skinframe.hash[hashindex];
3223                 r_skinframe.hash[hashindex] = item;
3224         }
3225         else if (textureflags & TEXF_FORCE_RELOAD)
3226         {
3227                 rtexture_t *dyntexture;
3228                 // check whether its a dynamic texture
3229                 dyntexture = CL_GetDynTexture( basename );
3230                 if (!add && !dyntexture)
3231                         return NULL;
3232                 if (item->merged == item->base)
3233                         item->merged = NULL;
3234                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235                 R_PurgeTexture(item->stain );item->stain  = NULL;
3236                 R_PurgeTexture(item->merged);item->merged = NULL;
3237                 R_PurgeTexture(item->base  );item->base   = NULL;
3238                 R_PurgeTexture(item->pants );item->pants  = NULL;
3239                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3240                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3241                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3242                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3243                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3244         R_PurgeTexture(item->reflect);item->reflect = NULL;
3245                 item->loadsequence = 0;
3246         }
3247         else if( item->base == NULL )
3248         {
3249                 rtexture_t *dyntexture;
3250                 // check whether its a dynamic texture
3251                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3252                 dyntexture = CL_GetDynTexture( basename );
3253                 item->base = dyntexture; // either NULL or dyntexture handle
3254         }
3255
3256         R_SkinFrame_MarkUsed(item);
3257         return item;
3258 }
3259
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3261         { \
3262                 unsigned long long avgcolor[5], wsum; \
3263                 int pix, comp, w; \
3264                 avgcolor[0] = 0; \
3265                 avgcolor[1] = 0; \
3266                 avgcolor[2] = 0; \
3267                 avgcolor[3] = 0; \
3268                 avgcolor[4] = 0; \
3269                 wsum = 0; \
3270                 for(pix = 0; pix < cnt; ++pix) \
3271                 { \
3272                         w = 0; \
3273                         for(comp = 0; comp < 3; ++comp) \
3274                                 w += getpixel; \
3275                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3276                         { \
3277                                 ++wsum; \
3278                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3279                                 w = getpixel; \
3280                                 for(comp = 0; comp < 3; ++comp) \
3281                                         avgcolor[comp] += getpixel * w; \
3282                                 avgcolor[3] += w; \
3283                         } \
3284                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285                         avgcolor[4] += getpixel; \
3286                 } \
3287                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3288                         avgcolor[3] = 1; \
3289                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3293         }
3294
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3297 {
3298         int j;
3299         unsigned char *pixels;
3300         unsigned char *bumppixels;
3301         unsigned char *basepixels = NULL;
3302         int basepixels_width = 0;
3303         int basepixels_height = 0;
3304         skinframe_t *skinframe;
3305         rtexture_t *ddsbase = NULL;
3306         qboolean ddshasalpha = false;
3307         float ddsavgcolor[4];
3308         char basename[MAX_QPATH];
3309         int miplevel = R_PicmipForFlags(textureflags);
3310         int savemiplevel = miplevel;
3311         int mymiplevel;
3312
3313         if (cls.state == ca_dedicated)
3314                 return NULL;
3315
3316         // return an existing skinframe if already loaded
3317         // if loading of the first image fails, don't make a new skinframe as it
3318         // would cause all future lookups of this to be missing
3319         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320         if (skinframe && skinframe->base)
3321                 return skinframe;
3322
3323         Image_StripImageExtension(name, basename, sizeof(basename));
3324
3325         // check for DDS texture file first
3326         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3327         {
3328                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329                 if (basepixels == NULL)
3330                         return NULL;
3331         }
3332
3333         // FIXME handle miplevel
3334
3335         if (developer_loading.integer)
3336                 Con_Printf("loading skin \"%s\"\n", name);
3337
3338         // we've got some pixels to store, so really allocate this new texture now
3339         if (!skinframe)
3340                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341         textureflags &= ~TEXF_FORCE_RELOAD;
3342         skinframe->stain = NULL;
3343         skinframe->merged = NULL;
3344         skinframe->base = NULL;
3345         skinframe->pants = NULL;
3346         skinframe->shirt = NULL;
3347         skinframe->nmap = NULL;
3348         skinframe->gloss = NULL;
3349         skinframe->glow = NULL;
3350         skinframe->fog = NULL;
3351         skinframe->reflect = NULL;
3352         skinframe->hasalpha = false;
3353
3354         if (ddsbase)
3355         {
3356                 skinframe->base = ddsbase;
3357                 skinframe->hasalpha = ddshasalpha;
3358                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359                 if (r_loadfog && skinframe->hasalpha)
3360                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361                 //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]);
3362         }
3363         else
3364         {
3365                 basepixels_width = image_width;
3366                 basepixels_height = image_height;
3367                 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);
3368                 if (textureflags & TEXF_ALPHA)
3369                 {
3370                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3371                         {
3372                                 if (basepixels[j] < 255)
3373                                 {
3374                                         skinframe->hasalpha = true;
3375                                         break;
3376                                 }
3377                         }
3378                         if (r_loadfog && skinframe->hasalpha)
3379                         {
3380                                 // has transparent pixels
3381                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3383                                 {
3384                                         pixels[j+0] = 255;
3385                                         pixels[j+1] = 255;
3386                                         pixels[j+2] = 255;
3387                                         pixels[j+3] = basepixels[j+3];
3388                                 }
3389                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3390                                 Mem_Free(pixels);
3391                         }
3392                 }
3393                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3394 #ifndef USE_GLES2
3395                 //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]);
3396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3400 #endif
3401         }
3402
3403         if (r_loaddds)
3404         {
3405                 mymiplevel = savemiplevel;
3406                 if (r_loadnormalmap)
3407                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3409                 if (r_loadgloss)
3410                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3414         }
3415
3416         // _norm is the name used by tenebrae and has been adopted as standard
3417         if (r_loadnormalmap && skinframe->nmap == NULL)
3418         {
3419                 mymiplevel = savemiplevel;
3420                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3421                 {
3422                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3423                         Mem_Free(pixels);
3424                         pixels = NULL;
3425                 }
3426                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3427                 {
3428                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3431                         Mem_Free(pixels);
3432                         Mem_Free(bumppixels);
3433                 }
3434                 else if (r_shadow_bumpscale_basetexture.value > 0)
3435                 {
3436                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3439                         Mem_Free(pixels);
3440                 }
3441 #ifndef USE_GLES2
3442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 #endif
3445         }
3446
3447         // _luma is supported only for tenebrae compatibility
3448         // _glow is the preferred name
3449         mymiplevel = savemiplevel;
3450         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3451         {
3452                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3453 #ifndef USE_GLES2
3454                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3456 #endif
3457                 Mem_Free(pixels);pixels = NULL;
3458         }
3459
3460         mymiplevel = savemiplevel;
3461         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3462         {
3463                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3464 #ifndef USE_GLES2
3465                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3467 #endif
3468                 Mem_Free(pixels);
3469                 pixels = NULL;
3470         }
3471
3472         mymiplevel = savemiplevel;
3473         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3474         {
3475                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3476 #ifndef USE_GLES2
3477                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3479 #endif
3480                 Mem_Free(pixels);
3481                 pixels = NULL;
3482         }
3483
3484         mymiplevel = savemiplevel;
3485         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3486         {
3487                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3488 #ifndef USE_GLES2
3489                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3491 #endif
3492                 Mem_Free(pixels);
3493                 pixels = NULL;
3494         }
3495
3496         mymiplevel = savemiplevel;
3497         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3498         {
3499                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3500 #ifndef USE_GLES2
3501                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3503 #endif
3504                 Mem_Free(pixels);
3505                 pixels = NULL;
3506         }
3507
3508         if (basepixels)
3509                 Mem_Free(basepixels);
3510
3511         return skinframe;
3512 }
3513
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3516 {
3517         int i;
3518         unsigned char *temp1, *temp2;
3519         skinframe_t *skinframe;
3520
3521         if (cls.state == ca_dedicated)
3522                 return NULL;
3523
3524         // if already loaded just return it, otherwise make a new skinframe
3525         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526         if (skinframe && skinframe->base)
3527                 return skinframe;
3528         textureflags &= ~TEXF_FORCE_RELOAD;
3529
3530         skinframe->stain = NULL;
3531         skinframe->merged = NULL;
3532         skinframe->base = NULL;
3533         skinframe->pants = NULL;
3534         skinframe->shirt = NULL;
3535         skinframe->nmap = NULL;
3536         skinframe->gloss = NULL;
3537         skinframe->glow = NULL;
3538         skinframe->fog = NULL;
3539         skinframe->reflect = NULL;
3540         skinframe->hasalpha = false;
3541
3542         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3543         if (!skindata)
3544                 return NULL;
3545
3546         if (developer_loading.integer)
3547                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3548
3549         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3550         {
3551                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552                 temp2 = temp1 + width * height * 4;
3553                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3555                 Mem_Free(temp1);
3556         }
3557         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558         if (textureflags & TEXF_ALPHA)
3559         {
3560                 for (i = 3;i < width * height * 4;i += 4)
3561                 {
3562                         if (skindata[i] < 255)
3563                         {
3564                                 skinframe->hasalpha = true;
3565                                 break;
3566                         }
3567                 }
3568                 if (r_loadfog && skinframe->hasalpha)
3569                 {
3570                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571                         memcpy(fogpixels, skindata, width * height * 4);
3572                         for (i = 0;i < width * height * 4;i += 4)
3573                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575                         Mem_Free(fogpixels);
3576                 }
3577         }
3578
3579         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580         //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]);
3581
3582         return skinframe;
3583 }
3584
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3586 {
3587         int i;
3588         int featuresmask;
3589         skinframe_t *skinframe;
3590
3591         if (cls.state == ca_dedicated)
3592                 return NULL;
3593
3594         // if already loaded just return it, otherwise make a new skinframe
3595         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596         if (skinframe && skinframe->base)
3597                 return skinframe;
3598         textureflags &= ~TEXF_FORCE_RELOAD;
3599
3600         skinframe->stain = NULL;
3601         skinframe->merged = NULL;
3602         skinframe->base = NULL;
3603         skinframe->pants = NULL;
3604         skinframe->shirt = NULL;
3605         skinframe->nmap = NULL;
3606         skinframe->gloss = NULL;
3607         skinframe->glow = NULL;
3608         skinframe->fog = NULL;
3609         skinframe->reflect = NULL;
3610         skinframe->hasalpha = false;
3611
3612         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3613         if (!skindata)
3614                 return NULL;
3615
3616         if (developer_loading.integer)
3617                 Con_Printf("loading quake skin \"%s\"\n", name);
3618
3619         // 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)
3620         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621         memcpy(skinframe->qpixels, skindata, width*height);
3622         skinframe->qwidth = width;
3623         skinframe->qheight = height;
3624
3625         featuresmask = 0;
3626         for (i = 0;i < width * height;i++)
3627                 featuresmask |= palette_featureflags[skindata[i]];
3628
3629         skinframe->hasalpha = false;
3630         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632         skinframe->qgeneratemerged = true;
3633         skinframe->qgeneratebase = skinframe->qhascolormapping;
3634         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3635
3636         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637         //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]);
3638
3639         return skinframe;
3640 }
3641
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3643 {
3644         int width;
3645         int height;
3646         unsigned char *skindata;
3647
3648         if (!skinframe->qpixels)
3649                 return;
3650
3651         if (!skinframe->qhascolormapping)
3652                 colormapped = false;
3653
3654         if (colormapped)
3655         {
3656                 if (!skinframe->qgeneratebase)
3657                         return;
3658         }
3659         else
3660         {
3661                 if (!skinframe->qgeneratemerged)
3662                         return;
3663         }
3664
3665         width = skinframe->qwidth;
3666         height = skinframe->qheight;
3667         skindata = skinframe->qpixels;
3668
3669         if (skinframe->qgeneratenmap)
3670         {
3671                 unsigned char *temp1, *temp2;
3672                 skinframe->qgeneratenmap = false;
3673                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674                 temp2 = temp1 + width * height * 4;
3675                 // use either a custom palette or the quake palette
3676                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3679                 Mem_Free(temp1);
3680         }
3681
3682         if (skinframe->qgenerateglow)
3683         {
3684                 skinframe->qgenerateglow = false;
3685                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3686         }
3687
3688         if (colormapped)
3689         {
3690                 skinframe->qgeneratebase = false;
3691                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3692                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3694         }
3695         else
3696         {
3697                 skinframe->qgeneratemerged = false;
3698                 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);
3699         }
3700
3701         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3702         {
3703                 Mem_Free(skinframe->qpixels);
3704                 skinframe->qpixels = NULL;
3705         }
3706 }
3707
3708 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)
3709 {
3710         int i;
3711         skinframe_t *skinframe;
3712
3713         if (cls.state == ca_dedicated)
3714                 return NULL;
3715
3716         // if already loaded just return it, otherwise make a new skinframe
3717         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718         if (skinframe && skinframe->base)
3719                 return skinframe;
3720         textureflags &= ~TEXF_FORCE_RELOAD;
3721
3722         skinframe->stain = NULL;
3723         skinframe->merged = NULL;
3724         skinframe->base = NULL;
3725         skinframe->pants = NULL;
3726         skinframe->shirt = NULL;
3727         skinframe->nmap = NULL;
3728         skinframe->gloss = NULL;
3729         skinframe->glow = NULL;
3730         skinframe->fog = NULL;
3731         skinframe->reflect = NULL;
3732         skinframe->hasalpha = false;
3733
3734         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3735         if (!skindata)
3736                 return NULL;
3737
3738         if (developer_loading.integer)
3739                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3740
3741         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742         if (textureflags & TEXF_ALPHA)
3743         {
3744                 for (i = 0;i < width * height;i++)
3745                 {
3746                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3747                         {
3748                                 skinframe->hasalpha = true;
3749                                 break;
3750                         }
3751                 }
3752                 if (r_loadfog && skinframe->hasalpha)
3753                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3754         }
3755
3756         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757         //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]);
3758
3759         return skinframe;
3760 }
3761
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3763 {
3764         skinframe_t *skinframe;
3765
3766         if (cls.state == ca_dedicated)
3767                 return NULL;
3768
3769         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770         skinframe->stain = NULL;
3771         skinframe->merged = NULL;
3772         skinframe->base = NULL;
3773         skinframe->pants = NULL;
3774         skinframe->shirt = NULL;
3775         skinframe->nmap = NULL;
3776         skinframe->gloss = NULL;
3777         skinframe->glow = NULL;
3778         skinframe->fog = NULL;
3779         skinframe->reflect = NULL;
3780         skinframe->hasalpha = false;
3781
3782         skinframe->avgcolor[0] = rand() / RAND_MAX;
3783         skinframe->avgcolor[1] = rand() / RAND_MAX;
3784         skinframe->avgcolor[2] = rand() / RAND_MAX;
3785         skinframe->avgcolor[3] = 1;
3786
3787         return skinframe;
3788 }
3789
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3792 {
3793         const char *suffix;
3794         qboolean flipx, flipy, flipdiagonal;
3795 }
3796 suffixinfo_t;
3797 static suffixinfo_t suffix[3][6] =
3798 {
3799         {
3800                 {"px",   false, false, false},
3801                 {"nx",   false, false, false},
3802                 {"py",   false, false, false},
3803                 {"ny",   false, false, false},
3804                 {"pz",   false, false, false},
3805                 {"nz",   false, false, false}
3806         },
3807         {
3808                 {"posx", false, false, false},
3809                 {"negx", false, false, false},
3810                 {"posy", false, false, false},
3811                 {"negy", false, false, false},
3812                 {"posz", false, false, false},
3813                 {"negz", false, false, false}
3814         },
3815         {
3816                 {"rt",    true, false,  true},
3817                 {"lf",   false,  true,  true},
3818                 {"ft",    true,  true, false},
3819                 {"bk",   false, false, false},
3820                 {"up",    true, false,  true},
3821                 {"dn",    true, false,  true}
3822         }
3823 };
3824
3825 static int componentorder[4] = {0, 1, 2, 3};
3826
3827 rtexture_t *R_LoadCubemap(const char *basename)
3828 {
3829         int i, j, cubemapsize;
3830         unsigned char *cubemappixels, *image_buffer;
3831         rtexture_t *cubemaptexture;
3832         char name[256];
3833         // must start 0 so the first loadimagepixels has no requested width/height
3834         cubemapsize = 0;
3835         cubemappixels = NULL;
3836         cubemaptexture = NULL;
3837         // keep trying different suffix groups (posx, px, rt) until one loads
3838         for (j = 0;j < 3 && !cubemappixels;j++)
3839         {
3840                 // load the 6 images in the suffix group
3841                 for (i = 0;i < 6;i++)
3842                 {
3843                         // generate an image name based on the base and and suffix
3844                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3845                         // load it
3846                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3847                         {
3848                                 // an image loaded, make sure width and height are equal
3849                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3850                                 {
3851                                         // if this is the first image to load successfully, allocate the cubemap memory
3852                                         if (!cubemappixels && image_width >= 1)
3853                                         {
3854                                                 cubemapsize = image_width;
3855                                                 // note this clears to black, so unavailable sides are black
3856                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3857                                         }
3858                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3859                                         if (cubemappixels)
3860                                                 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);
3861                                 }
3862                                 else
3863                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3864                                 // free the image
3865                                 Mem_Free(image_buffer);
3866                         }
3867                 }
3868         }
3869         // if a cubemap loaded, upload it
3870         if (cubemappixels)
3871         {
3872                 if (developer_loading.integer)
3873                         Con_Printf("loading cubemap \"%s\"\n", basename);
3874
3875                 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);
3876                 Mem_Free(cubemappixels);
3877         }
3878         else
3879         {
3880                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881                 if (developer_loading.integer)
3882                 {
3883                         Con_Printf("(tried tried images ");
3884                         for (j = 0;j < 3;j++)
3885                                 for (i = 0;i < 6;i++)
3886                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887                         Con_Print(" and was unable to find any of them).\n");
3888                 }
3889         }
3890         return cubemaptexture;
3891 }
3892
3893 rtexture_t *R_GetCubemap(const char *basename)
3894 {
3895         int i;
3896         for (i = 0;i < r_texture_numcubemaps;i++)
3897                 if (r_texture_cubemaps[i] != NULL)
3898                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901                 return r_texture_whitecube;
3902         r_texture_numcubemaps++;
3903         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906         return r_texture_cubemaps[i]->texture;
3907 }
3908
3909 void R_FreeCubemap(const char *basename)
3910 {
3911         int i;
3912
3913         for (i = 0;i < r_texture_numcubemaps;i++)
3914         {
3915                 if (r_texture_cubemaps[i] != NULL)
3916                 {
3917                         if (r_texture_cubemaps[i]->texture)
3918                         {
3919                                 if (developer_loading.integer)
3920                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922                                 Mem_Free(r_texture_cubemaps[i]);
3923                                 r_texture_cubemaps[i] = NULL;
3924                         }
3925                 }
3926         }
3927 }
3928
3929 void R_FreeCubemaps(void)
3930 {
3931         int i;
3932         for (i = 0;i < r_texture_numcubemaps;i++)
3933         {
3934                 if (developer_loading.integer)
3935                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936                 if (r_texture_cubemaps[i] != NULL)
3937                 {
3938                         if (r_texture_cubemaps[i]->texture)
3939                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940                         Mem_Free(r_texture_cubemaps[i]);
3941                 }
3942         }
3943         r_texture_numcubemaps = 0;
3944 }
3945
3946 void R_Main_FreeViewCache(void)
3947 {
3948         if (r_refdef.viewcache.entityvisible)
3949                 Mem_Free(r_refdef.viewcache.entityvisible);
3950         if (r_refdef.viewcache.world_pvsbits)
3951                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952         if (r_refdef.viewcache.world_leafvisible)
3953                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954         if (r_refdef.viewcache.world_surfacevisible)
3955                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3957 }
3958
3959 void R_Main_ResizeViewCache(void)
3960 {
3961         int numentities = r_refdef.scene.numentities;
3962         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966         if (r_refdef.viewcache.maxentities < numentities)
3967         {
3968                 r_refdef.viewcache.maxentities = numentities;
3969                 if (r_refdef.viewcache.entityvisible)
3970                         Mem_Free(r_refdef.viewcache.entityvisible);
3971                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3972         }
3973         if (r_refdef.viewcache.world_numclusters != numclusters)
3974         {
3975                 r_refdef.viewcache.world_numclusters = numclusters;
3976                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977                 if (r_refdef.viewcache.world_pvsbits)
3978                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3979                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3980         }
3981         if (r_refdef.viewcache.world_numleafs != numleafs)
3982         {
3983                 r_refdef.viewcache.world_numleafs = numleafs;
3984                 if (r_refdef.viewcache.world_leafvisible)
3985                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3986                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3987         }
3988         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3989         {
3990                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991                 if (r_refdef.viewcache.world_surfacevisible)
3992                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3994         }
3995 }
3996
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
3999 {
4000         loadingscreentexture = NULL;
4001         r_texture_blanknormalmap = NULL;
4002         r_texture_white = NULL;
4003         r_texture_grey128 = NULL;
4004         r_texture_black = NULL;
4005         r_texture_whitecube = NULL;
4006         r_texture_normalizationcube = NULL;
4007         r_texture_fogattenuation = NULL;
4008         r_texture_fogheighttexture = NULL;
4009         r_texture_gammaramps = NULL;
4010         r_texture_numcubemaps = 0;
4011
4012         r_loaddds = r_texture_dds_load.integer != 0;
4013         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4014
4015         switch(vid.renderpath)
4016         {
4017         case RENDERPATH_GL20:
4018         case RENDERPATH_D3D9:
4019         case RENDERPATH_D3D10:
4020         case RENDERPATH_D3D11:
4021         case RENDERPATH_SOFT:
4022         case RENDERPATH_GLES2:
4023                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024                 Cvar_SetValueQuick(&gl_combine, 1);
4025                 Cvar_SetValueQuick(&r_glsl, 1);
4026                 r_loadnormalmap = true;
4027                 r_loadgloss = true;
4028                 r_loadfog = false;
4029                 break;
4030         case RENDERPATH_GL13:
4031         case RENDERPATH_GLES1:
4032                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033                 Cvar_SetValueQuick(&gl_combine, 1);
4034                 Cvar_SetValueQuick(&r_glsl, 0);
4035                 r_loadnormalmap = false;
4036                 r_loadgloss = false;
4037                 r_loadfog = true;
4038                 break;
4039         case RENDERPATH_GL11:
4040                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041                 Cvar_SetValueQuick(&gl_combine, 0);
4042                 Cvar_SetValueQuick(&r_glsl, 0);
4043                 r_loadnormalmap = false;
4044                 r_loadgloss = false;
4045                 r_loadfog = true;
4046                 break;
4047         }
4048
4049         R_AnimCache_Free();
4050         R_FrameData_Reset();
4051
4052         r_numqueries = 0;
4053         r_maxqueries = 0;
4054         memset(r_queries, 0, sizeof(r_queries));
4055
4056         r_qwskincache = NULL;
4057         r_qwskincache_size = 0;
4058
4059         // due to caching of texture_t references, the collision cache must be reset
4060         Collision_Cache_Reset(true);
4061
4062         // set up r_skinframe loading system for textures
4063         memset(&r_skinframe, 0, sizeof(r_skinframe));
4064         r_skinframe.loadsequence = 1;
4065         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4066
4067         r_main_texturepool = R_AllocTexturePool();
4068         R_BuildBlankTextures();
4069         R_BuildNoTexture();
4070         if (vid.support.arb_texture_cube_map)
4071         {
4072                 R_BuildWhiteCube();
4073                 R_BuildNormalizationCube();
4074         }
4075         r_texture_fogattenuation = NULL;
4076         r_texture_fogheighttexture = NULL;
4077         r_texture_gammaramps = NULL;
4078         //r_texture_fogintensity = NULL;
4079         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080         memset(&r_waterstate, 0, sizeof(r_waterstate));
4081         r_glsl_permutation = NULL;
4082         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084         glslshaderstring = NULL;
4085 #ifdef SUPPORTD3D
4086         r_hlsl_permutation = NULL;
4087         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4089 #endif
4090         hlslshaderstring = NULL;
4091         memset(&r_svbsp, 0, sizeof (r_svbsp));
4092
4093         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094         r_texture_numcubemaps = 0;
4095
4096         r_refdef.fogmasktable_density = 0;
4097 }
4098
4099 void gl_main_shutdown(void)
4100 {
4101         R_AnimCache_Free();
4102         R_FrameData_Reset();
4103
4104         R_Main_FreeViewCache();
4105
4106         switch(vid.renderpath)
4107         {
4108         case RENDERPATH_GL11:
4109         case RENDERPATH_GL13:
4110         case RENDERPATH_GL20:
4111         case RENDERPATH_GLES1:
4112         case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4114                 if (r_maxqueries)
4115                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4116 #endif
4117                 break;
4118         case RENDERPATH_D3D9:
4119                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4120                 break;
4121         case RENDERPATH_D3D10:
4122                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4123                 break;
4124         case RENDERPATH_D3D11:
4125                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4126                 break;
4127         case RENDERPATH_SOFT:
4128                 break;
4129         }
4130
4131         r_numqueries = 0;
4132         r_maxqueries = 0;
4133         memset(r_queries, 0, sizeof(r_queries));
4134
4135         r_qwskincache = NULL;
4136         r_qwskincache_size = 0;
4137
4138         // clear out the r_skinframe state
4139         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140         memset(&r_skinframe, 0, sizeof(r_skinframe));
4141
4142         if (r_svbsp.nodes)
4143                 Mem_Free(r_svbsp.nodes);
4144         memset(&r_svbsp, 0, sizeof (r_svbsp));
4145         R_FreeTexturePool(&r_main_texturepool);
4146         loadingscreentexture = NULL;
4147         r_texture_blanknormalmap = NULL;
4148         r_texture_white = NULL;
4149         r_texture_grey128 = NULL;
4150         r_texture_black = NULL;
4151         r_texture_whitecube = NULL;
4152         r_texture_normalizationcube = NULL;
4153         r_texture_fogattenuation = NULL;
4154         r_texture_fogheighttexture = NULL;
4155         r_texture_gammaramps = NULL;
4156         r_texture_numcubemaps = 0;
4157         //r_texture_fogintensity = NULL;
4158         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159         memset(&r_waterstate, 0, sizeof(r_waterstate));
4160         R_GLSL_Restart_f();
4161
4162         r_glsl_permutation = NULL;
4163         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165         glslshaderstring = NULL;
4166 #ifdef SUPPORTD3D
4167         r_hlsl_permutation = NULL;
4168         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4170 #endif
4171         hlslshaderstring = NULL;
4172 }
4173
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4176 {
4177         // FIXME: move this code to client
4178         char *entities, entname[MAX_QPATH];
4179         if (r_qwskincache)
4180                 Mem_Free(r_qwskincache);
4181         r_qwskincache = NULL;
4182         r_qwskincache_size = 0;
4183         if (cl.worldmodel)
4184         {
4185                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4187                 {
4188                         CL_ParseEntityLump(entities);
4189                         Mem_Free(entities);
4190                         return;
4191                 }
4192                 if (cl.worldmodel->brush.entities)
4193                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4194         }
4195         R_Main_FreeViewCache();
4196
4197         R_FrameData_Reset();
4198 }
4199
4200 void GL_Main_Init(void)
4201 {
4202         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4203
4204         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207         if (gamemode == GAME_NEHAHRA)
4208         {
4209                 Cvar_RegisterVariable (&gl_fogenable);
4210                 Cvar_RegisterVariable (&gl_fogdensity);
4211                 Cvar_RegisterVariable (&gl_fogred);
4212                 Cvar_RegisterVariable (&gl_foggreen);
4213                 Cvar_RegisterVariable (&gl_fogblue);
4214                 Cvar_RegisterVariable (&gl_fogstart);
4215                 Cvar_RegisterVariable (&gl_fogend);
4216                 Cvar_RegisterVariable (&gl_skyclip);
4217         }
4218         Cvar_RegisterVariable(&r_motionblur);
4219         Cvar_RegisterVariable(&r_damageblur);
4220         Cvar_RegisterVariable(&r_motionblur_averaging);
4221         Cvar_RegisterVariable(&r_motionblur_randomize);
4222         Cvar_RegisterVariable(&r_motionblur_minblur);
4223         Cvar_RegisterVariable(&r_motionblur_maxblur);
4224         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232         Cvar_RegisterVariable(&r_equalize_entities_by);
4233         Cvar_RegisterVariable(&r_equalize_entities_to);
4234         Cvar_RegisterVariable(&r_depthfirst);
4235         Cvar_RegisterVariable(&r_useinfinitefarclip);
4236         Cvar_RegisterVariable(&r_farclip_base);
4237         Cvar_RegisterVariable(&r_farclip_world);
4238         Cvar_RegisterVariable(&r_nearclip);
4239         Cvar_RegisterVariable(&r_deformvertexes);
4240         Cvar_RegisterVariable(&r_transparent);
4241         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242         Cvar_RegisterVariable(&r_showoverdraw);
4243         Cvar_RegisterVariable(&r_showbboxes);
4244         Cvar_RegisterVariable(&r_showsurfaces);
4245         Cvar_RegisterVariable(&r_showtris);
4246         Cvar_RegisterVariable(&r_shownormals);
4247         Cvar_RegisterVariable(&r_showlighting);
4248         Cvar_RegisterVariable(&r_showshadowvolumes);
4249         Cvar_RegisterVariable(&r_showcollisionbrushes);
4250         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252         Cvar_RegisterVariable(&r_showdisabledepthtest);
4253         Cvar_RegisterVariable(&r_drawportals);
4254         Cvar_RegisterVariable(&r_drawentities);
4255         Cvar_RegisterVariable(&r_draw2d);
4256         Cvar_RegisterVariable(&r_drawworld);
4257         Cvar_RegisterVariable(&r_cullentities_trace);
4258         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262         Cvar_RegisterVariable(&r_sortentities);
4263         Cvar_RegisterVariable(&r_drawviewmodel);
4264         Cvar_RegisterVariable(&r_drawexteriormodel);
4265         Cvar_RegisterVariable(&r_speeds);
4266         Cvar_RegisterVariable(&r_fullbrights);
4267         Cvar_RegisterVariable(&r_wateralpha);
4268         Cvar_RegisterVariable(&r_dynamic);
4269         Cvar_RegisterVariable(&r_fakelight);
4270         Cvar_RegisterVariable(&r_fakelight_intensity);
4271         Cvar_RegisterVariable(&r_fullbright);
4272         Cvar_RegisterVariable(&r_shadows);
4273         Cvar_RegisterVariable(&r_shadows_darken);
4274         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276         Cvar_RegisterVariable(&r_shadows_throwdistance);
4277         Cvar_RegisterVariable(&r_shadows_throwdirection);
4278         Cvar_RegisterVariable(&r_shadows_focus);
4279         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285         Cvar_RegisterVariable(&r_fog_exp2);
4286         Cvar_RegisterVariable(&r_fog_clear);
4287         Cvar_RegisterVariable(&r_drawfog);
4288         Cvar_RegisterVariable(&r_transparentdepthmasking);
4289         Cvar_RegisterVariable(&r_transparent_sortmindist);
4290         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292         Cvar_RegisterVariable(&r_texture_dds_load);
4293         Cvar_RegisterVariable(&r_texture_dds_save);
4294         Cvar_RegisterVariable(&r_textureunits);
4295         Cvar_RegisterVariable(&gl_combine);
4296         Cvar_RegisterVariable(&r_viewfbo);
4297         Cvar_RegisterVariable(&r_viewscale);
4298         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304         Cvar_RegisterVariable(&r_glsl);
4305         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314         Cvar_RegisterVariable(&r_glsl_postprocess);
4315         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4323
4324         Cvar_RegisterVariable(&r_water);
4325         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326         Cvar_RegisterVariable(&r_water_clippingplanebias);
4327         Cvar_RegisterVariable(&r_water_refractdistort);
4328         Cvar_RegisterVariable(&r_water_reflectdistort);
4329         Cvar_RegisterVariable(&r_water_scissormode);
4330         Cvar_RegisterVariable(&r_water_lowquality);
4331
4332         Cvar_RegisterVariable(&r_lerpsprites);
4333         Cvar_RegisterVariable(&r_lerpmodels);
4334         Cvar_RegisterVariable(&r_lerplightstyles);
4335         Cvar_RegisterVariable(&r_waterscroll);
4336         Cvar_RegisterVariable(&r_bloom);
4337         Cvar_RegisterVariable(&r_bloom_colorscale);
4338         Cvar_RegisterVariable(&r_bloom_brighten);
4339         Cvar_RegisterVariable(&r_bloom_blur);
4340         Cvar_RegisterVariable(&r_bloom_resolution);
4341         Cvar_RegisterVariable(&r_bloom_colorexponent);
4342         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343         Cvar_RegisterVariable(&r_hdr);
4344         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345         Cvar_RegisterVariable(&r_hdr_glowintensity);
4346         Cvar_RegisterVariable(&r_hdr_range);
4347         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355         Cvar_RegisterVariable(&developer_texturelogging);
4356         Cvar_RegisterVariable(&gl_lightmaps);
4357         Cvar_RegisterVariable(&r_test);
4358         Cvar_RegisterVariable(&r_glsl_saturation);
4359         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361         Cvar_RegisterVariable(&r_framedatasize);
4362         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363                 Cvar_SetValue("r_fullbrights", 0);
4364         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4365 }
4366
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4380
4381 void Render_Init(void)
4382 {
4383         gl_backend_init();
4384         R_Textures_Init();
4385         GL_Main_Init();
4386         Font_Init();
4387         GL_Draw_Init();
4388         R_Shadow_Init();
4389         R_Sky_Init();
4390         GL_Surf_Init();
4391         Sbar_Init();
4392         R_Particles_Init();
4393         R_Explosion_Init();
4394         R_LightningBeams_Init();
4395         Mod_RenderInit();
4396 }
4397
4398 /*
4399 ===============
4400 GL_Init
4401 ===============
4402 */
4403 #ifndef USE_GLES2
4404 extern char *ENGINE_EXTENSIONS;
4405 void GL_Init (void)
4406 {
4407         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409         gl_version = (const char *)qglGetString(GL_VERSION);
4410         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4411
4412         if (!gl_extensions)
4413                 gl_extensions = "";
4414         if (!gl_platformextensions)
4415                 gl_platformextensions = "";
4416
4417         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419         Con_Printf("GL_VERSION: %s\n", gl_version);
4420         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4422
4423         VID_CheckExtensions();
4424
4425         // LordHavoc: report supported extensions
4426         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4427
4428         // clear to black (loading plaque will be seen over this)
4429         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4430 }
4431 #endif
4432
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4434 {
4435         int i;
4436         mplane_t *p;
4437         if (r_trippy.integer)
4438                 return false;
4439         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4440         {
4441                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4442                 if (i == 4)
4443                         continue;
4444                 p = r_refdef.view.frustum + i;
4445                 switch(p->signbits)
4446                 {
4447                 default:
4448                 case 0:
4449                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4450                                 return true;
4451                         break;
4452                 case 1:
4453                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4454                                 return true;
4455                         break;
4456                 case 2:
4457                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4458                                 return true;
4459                         break;
4460                 case 3:
4461                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4462                                 return true;
4463                         break;
4464                 case 4:
4465                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4466                                 return true;
4467                         break;
4468                 case 5:
4469                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4470                                 return true;
4471                         break;
4472                 case 6:
4473                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4474                                 return true;
4475                         break;
4476                 case 7:
4477                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4478                                 return true;
4479                         break;
4480                 }
4481         }
4482         return false;
4483 }
4484
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4486 {
4487         int i;
4488         const mplane_t *p;
4489         if (r_trippy.integer)
4490                 return false;
4491         for (i = 0;i < numplanes;i++)
4492         {
4493                 p = planes + i;
4494                 switch(p->signbits)
4495                 {
4496                 default:
4497                 case 0:
4498                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4499                                 return true;
4500                         break;
4501                 case 1:
4502                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4503                                 return true;
4504                         break;
4505                 case 2:
4506                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4507                                 return true;
4508                         break;
4509                 case 3:
4510                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4511                                 return true;
4512                         break;
4513                 case 4:
4514                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4515                                 return true;
4516                         break;
4517                 case 5:
4518                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4519                                 return true;
4520                         break;
4521                 case 6:
4522                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4523                                 return true;
4524                         break;
4525                 case 7:
4526                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4527                                 return true;
4528                         break;
4529                 }
4530         }
4531         return false;
4532 }
4533
4534 //==================================================================================
4535
4536 // LordHavoc: this stores temporary data used within the same frame
4537
4538 typedef struct r_framedata_mem_s
4539 {
4540         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541         size_t size; // how much usable space
4542         size_t current; // how much space in use
4543         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544         size_t wantedsize; // how much space was allocated
4545         unsigned char *data; // start of real data (16byte aligned)
4546 }
4547 r_framedata_mem_t;
4548
4549 static r_framedata_mem_t *r_framedata_mem;
4550
4551 void R_FrameData_Reset(void)
4552 {
4553         while (r_framedata_mem)
4554         {
4555                 r_framedata_mem_t *next = r_framedata_mem->purge;
4556                 Mem_Free(r_framedata_mem);
4557                 r_framedata_mem = next;
4558         }
4559 }
4560
4561 void R_FrameData_Resize(void)
4562 {
4563         size_t wantedsize;
4564         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4567         {
4568                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569                 newmem->wantedsize = wantedsize;
4570                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572                 newmem->current = 0;
4573                 newmem->mark = 0;
4574                 newmem->purge = r_framedata_mem;
4575                 r_framedata_mem = newmem;
4576         }
4577 }
4578
4579 void R_FrameData_NewFrame(void)
4580 {
4581         R_FrameData_Resize();
4582         if (!r_framedata_mem)
4583                 return;
4584         // if we ran out of space on the last frame, free the old memory now
4585         while (r_framedata_mem->purge)
4586         {
4587                 // repeatedly remove the second item in the list, leaving only head
4588                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589                 Mem_Free(r_framedata_mem->purge);
4590                 r_framedata_mem->purge = next;
4591         }
4592         // reset the current mem pointer
4593         r_framedata_mem->current = 0;
4594         r_framedata_mem->mark = 0;
4595 }
4596
4597 void *R_FrameData_Alloc(size_t size)
4598 {
4599         void *data;
4600
4601         // align to 16 byte boundary - the data pointer is already aligned, so we
4602         // only need to ensure the size of every allocation is also aligned
4603         size = (size + 15) & ~15;
4604
4605         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4606         {
4607                 // emergency - we ran out of space, allocate more memory
4608                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609                 R_FrameData_Resize();
4610         }
4611
4612         data = r_framedata_mem->data + r_framedata_mem->current;
4613         r_framedata_mem->current += size;
4614
4615         // count the usage for stats
4616         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4618
4619         return (void *)data;
4620 }
4621
4622 void *R_FrameData_Store(size_t size, void *data)
4623 {
4624         void *d = R_FrameData_Alloc(size);
4625         if (d && data)
4626                 memcpy(d, data, size);
4627         return d;
4628 }
4629
4630 void R_FrameData_SetMark(void)
4631 {
4632         if (!r_framedata_mem)
4633                 return;
4634         r_framedata_mem->mark = r_framedata_mem->current;
4635 }
4636
4637 void R_FrameData_ReturnToMark(void)
4638 {
4639         if (!r_framedata_mem)
4640                 return;
4641         r_framedata_mem->current = r_framedata_mem->mark;
4642 }
4643
4644 //==================================================================================
4645
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4647
4648 /**
4649  * Animation cache prevents re-generating mesh data for an animated model
4650  * multiple times in one frame for lighting, shadowing, reflections, etc.
4651  */
4652
4653 void R_AnimCache_Free(void)
4654 {
4655 }
4656
4657 void R_AnimCache_ClearCache(void)
4658 {
4659         int i;
4660         entity_render_t *ent;
4661
4662         for (i = 0;i < r_refdef.scene.numentities;i++)
4663         {
4664                 ent = r_refdef.scene.entities[i];
4665                 ent->animcache_vertex3f = NULL;
4666                 ent->animcache_normal3f = NULL;
4667                 ent->animcache_svector3f = NULL;
4668                 ent->animcache_tvector3f = NULL;
4669                 ent->animcache_vertexmesh = NULL;
4670                 ent->animcache_vertex3fbuffer = NULL;
4671                 ent->animcache_vertexmeshbuffer = NULL;
4672         }
4673 }
4674
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4676 {
4677         int i;
4678
4679         // check if we need the meshbuffers
4680         if (!vid.useinterleavedarrays)
4681                 return;
4682
4683         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685         // TODO: upload vertex3f buffer?
4686         if (ent->animcache_vertexmesh)
4687         {
4688                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689                 for (i = 0;i < numvertices;i++)
4690                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691                 if (ent->animcache_svector3f)
4692                         for (i = 0;i < numvertices;i++)
4693                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694                 if (ent->animcache_tvector3f)
4695                         for (i = 0;i < numvertices;i++)
4696                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697                 if (ent->animcache_normal3f)
4698                         for (i = 0;i < numvertices;i++)
4699                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700                 // TODO: upload vertexmeshbuffer?
4701         }
4702 }
4703
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4705 {
4706         dp_model_t *model = ent->model;
4707         int numvertices;
4708         // see if it's already cached this frame
4709         if (ent->animcache_vertex3f)
4710         {
4711                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712                 if (wantnormals || wanttangents)
4713                 {
4714                         if (ent->animcache_normal3f)
4715                                 wantnormals = false;
4716                         if (ent->animcache_svector3f)
4717                                 wanttangents = false;
4718                         if (wantnormals || wanttangents)
4719                         {
4720                                 numvertices = model->surfmesh.num_vertices;
4721                                 if (wantnormals)
4722                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4723                                 if (wanttangents)
4724                                 {
4725                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727                                 }
4728                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4730                         }
4731                 }
4732         }
4733         else
4734         {
4735                 // see if this ent is worth caching
4736                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4737                         return false;
4738                 // get some memory for this entity and generate mesh data
4739                 numvertices = model->surfmesh.num_vertices;
4740                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4741                 if (wantnormals)
4742                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4743                 if (wanttangents)
4744                 {
4745                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4747                 }
4748                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4750         }
4751         return true;
4752 }
4753
4754 void R_AnimCache_CacheVisibleEntities(void)
4755 {
4756         int i;
4757         qboolean wantnormals = true;
4758         qboolean wanttangents = !r_showsurfaces.integer;
4759
4760         switch(vid.renderpath)
4761         {
4762         case RENDERPATH_GL20:
4763         case RENDERPATH_D3D9:
4764         case RENDERPATH_D3D10:
4765         case RENDERPATH_D3D11:
4766         case RENDERPATH_GLES2:
4767                 break;
4768         case RENDERPATH_GL11:
4769         case RENDERPATH_GL13:
4770         case RENDERPATH_GLES1:
4771                 wanttangents = false;
4772                 break;
4773         case RENDERPATH_SOFT:
4774                 break;
4775         }
4776
4777         if (r_shownormals.integer)
4778                 wanttangents = wantnormals = true;
4779
4780         // TODO: thread this
4781         // NOTE: R_PrepareRTLights() also caches entities
4782
4783         for (i = 0;i < r_refdef.scene.numentities;i++)
4784                 if (r_refdef.viewcache.entityvisible[i])
4785                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4786 }
4787
4788 //==================================================================================
4789
4790 extern cvar_t r_overheadsprites_pushback;
4791
4792 static void R_View_UpdateEntityLighting (void)
4793 {
4794         int i;
4795         entity_render_t *ent;
4796         vec3_t tempdiffusenormal, avg;
4797         vec_t f, fa, fd, fdd;
4798         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4799
4800         for (i = 0;i < r_refdef.scene.numentities;i++)
4801         {
4802                 ent = r_refdef.scene.entities[i];
4803
4804                 // skip unseen models
4805                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4806                         continue;
4807
4808                 // skip bsp models
4809                 if (ent->model && ent->model->brush.num_leafs)
4810                 {
4811                         // TODO: use modellight for r_ambient settings on world?
4812                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4813                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4815                         continue;
4816                 }
4817
4818                 // fetch the lighting from the worldmodel data
4819                 VectorClear(ent->modellight_ambient);
4820                 VectorClear(ent->modellight_diffuse);
4821                 VectorClear(tempdiffusenormal);
4822                 if (ent->flags & RENDER_LIGHT)
4823                 {
4824                         vec3_t org;
4825                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4826
4827                         // complete lightning for lit sprites
4828                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4830                         {
4831                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4833                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4834                         }
4835                         else
4836                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4837
4838                         if(ent->flags & RENDER_EQUALIZE)
4839                         {
4840                                 // first fix up ambient lighting...
4841                                 if(r_equalize_entities_minambient.value > 0)
4842                                 {
4843                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4844                                         if(fd > 0)
4845                                         {
4846                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847                                                 if(fa < r_equalize_entities_minambient.value * fd)
4848                                                 {
4849                                                         // solve:
4850                                                         //   fa'/fd' = minambient
4851                                                         //   fa'+0.25*fd' = fa+0.25*fd
4852                                                         //   ...
4853                                                         //   fa' = fd' * minambient
4854                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4855                                                         //   ...
4856                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4858                                                         //   ...
4859                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4861                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4863                                                 }
4864                                         }
4865                                 }
4866
4867                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4868                                 {
4869                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4871                                         f = fa + 0.25 * fd;
4872                                         if(f > 0)
4873                                         {
4874                                                 // adjust brightness and saturation to target
4875                                                 avg[0] = avg[1] = avg[2] = fa / f;
4876                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877                                                 avg[0] = avg[1] = avg[2] = fd / f;
4878                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4879                                         }
4880                                 }
4881                         }
4882                 }
4883                 else // highly rare
4884                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4885
4886                 // move the light direction into modelspace coordinates for lighting code
4887                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888                 if(VectorLength2(ent->modellight_lightdir) == 0)
4889                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890                 VectorNormalize(ent->modellight_lightdir);
4891         }
4892 }
4893
4894 #define MAX_LINEOFSIGHTTRACES 64
4895
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4897 {
4898         int i;
4899         vec3_t boxmins, boxmaxs;
4900         vec3_t start;
4901         vec3_t end;
4902         dp_model_t *model = r_refdef.scene.worldmodel;
4903
4904         if (!model || !model->brush.TraceLineOfSight)
4905                 return true;
4906
4907         // expand the box a little
4908         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4914
4915         // return true if eye is inside enlarged box
4916         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4917                 return true;
4918
4919         // try center
4920         VectorCopy(eye, start);
4921         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922         if (model->brush.TraceLineOfSight(model, start, end))
4923                 return true;
4924
4925         // try various random positions
4926         for (i = 0;i < numsamples;i++)
4927         {
4928                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929                 if (model->brush.TraceLineOfSight(model, start, end))
4930                         return true;
4931         }
4932
4933         return false;
4934 }
4935
4936
4937 static void R_View_UpdateEntityVisible (void)
4938 {
4939         int i;
4940         int renderimask;
4941         int samples;
4942         entity_render_t *ent;
4943
4944         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
4947                 :                                                          RENDER_EXTERIORMODEL;
4948         if (!r_drawviewmodel.integer)
4949                 renderimask |= RENDER_VIEWMODEL;
4950         if (!r_drawexteriormodel.integer)
4951                 renderimask |= RENDER_EXTERIORMODEL;
4952         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4953         {
4954                 // worldmodel can check visibility
4955                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956                 for (i = 0;i < r_refdef.scene.numentities;i++)
4957                 {
4958                         ent = r_refdef.scene.entities[i];
4959                         if (!(ent->flags & renderimask))
4960                         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)))
4961                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4962                                 r_refdef.viewcache.entityvisible[i] = true;
4963                 }
4964         }
4965         else
4966         {
4967                 // no worldmodel or it can't check visibility
4968                 for (i = 0;i < r_refdef.scene.numentities;i++)
4969                 {
4970                         ent = r_refdef.scene.entities[i];
4971                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4972                 }
4973         }
4974         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4976         {
4977                 for (i = 0;i < r_refdef.scene.numentities;i++)
4978                 {
4979                         if (!r_refdef.viewcache.entityvisible[i])
4980                                 continue;
4981                         ent = r_refdef.scene.entities[i];
4982                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4983                         {
4984                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4985                                 if (samples < 0)
4986                                         continue; // temp entities do pvs only
4987                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988                                         ent->last_trace_visibility = realtime;
4989                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990                                         r_refdef.viewcache.entityvisible[i] = 0;
4991                         }
4992                 }
4993         }
4994 }
4995
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
4998 {
4999         int i, sky;
5000         entity_render_t *ent;
5001
5002         sky = false;
5003         for (i = 0;i < r_refdef.scene.numentities;i++)
5004         {
5005                 if (!r_refdef.viewcache.entityvisible[i])
5006                         continue;
5007                 ent = r_refdef.scene.entities[i];
5008                 if (!ent->model || !ent->model->DrawSky)
5009                         continue;
5010                 ent->model->DrawSky(ent);
5011                 sky = true;
5012         }
5013         return sky;
5014 }
5015
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5018 {
5019         int i;
5020         entity_render_t *ent;
5021
5022         for (i = 0;i < r_refdef.scene.numentities;i++)
5023         {
5024                 if (!r_refdef.viewcache.entityvisible[i])
5025                         continue;
5026                 ent = r_refdef.scene.entities[i];
5027                 r_refdef.stats.entities++;
5028                 /*
5029                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5030                 {
5031                         vec3_t f, l, u, o;
5032                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033                         Con_Printf("R_DrawModels\n");
5034                         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]);
5035                         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);
5036                         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);
5037                 }
5038                 */
5039                 if (ent->model && ent->model->Draw != NULL)
5040                         ent->model->Draw(ent);
5041                 else
5042                         R_DrawNoModel(ent);
5043         }
5044 }
5045
5046 static void R_DrawModelsDepth(void)
5047 {
5048         int i;
5049         entity_render_t *ent;
5050
5051         for (i = 0;i < r_refdef.scene.numentities;i++)
5052         {
5053                 if (!r_refdef.viewcache.entityvisible[i])
5054                         continue;
5055                 ent = r_refdef.scene.entities[i];
5056                 if (ent->model && ent->model->DrawDepth != NULL)
5057                         ent->model->DrawDepth(ent);
5058         }
5059 }
5060
5061 static void R_DrawModelsDebug(void)
5062 {
5063         int i;
5064         entity_render_t *ent;
5065
5066         for (i = 0;i < r_refdef.scene.numentities;i++)
5067         {
5068                 if (!r_refdef.viewcache.entityvisible[i])
5069                         continue;
5070                 ent = r_refdef.scene.entities[i];
5071                 if (ent->model && ent->model->DrawDebug != NULL)
5072                         ent->model->DrawDebug(ent);
5073         }
5074 }
5075
5076 static void R_DrawModelsAddWaterPlanes(void)
5077 {
5078         int i;
5079         entity_render_t *ent;
5080
5081         for (i = 0;i < r_refdef.scene.numentities;i++)
5082         {
5083                 if (!r_refdef.viewcache.entityvisible[i])
5084                         continue;
5085                 ent = r_refdef.scene.entities[i];
5086                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087                         ent->model->DrawAddWaterPlanes(ent);
5088         }
5089 }
5090
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5092 {
5093         if (r_hdr_irisadaptation.integer)
5094         {
5095                 vec3_t ambient;
5096                 vec3_t diffuse;
5097                 vec3_t diffusenormal;
5098                 vec_t brightness;
5099                 vec_t goal;
5100                 vec_t current;
5101                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102                 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103                 brightness = max(0.0000001f, brightness);
5104                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106                 current = r_hdr_irisadaptation_value.value;
5107                 if (current < goal)
5108                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109                 else if (current > goal)
5110                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5113         }
5114         else if (r_hdr_irisadaptation_value.value != 1.0f)
5115                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5116 }
5117
5118 static void R_View_SetFrustum(const int *scissor)
5119 {
5120         int i;
5121         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122         vec3_t forward, left, up, origin, v;
5123
5124         if(scissor)
5125         {
5126                 // flipped x coordinates (because x points left here)
5127                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5129
5130                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131                 switch(vid.renderpath)
5132                 {
5133                         case RENDERPATH_D3D9:
5134                         case RENDERPATH_D3D10:
5135                         case RENDERPATH_D3D11:
5136                                 // non-flipped y coordinates
5137                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5139                                 break;
5140                         case RENDERPATH_SOFT:
5141                         case RENDERPATH_GL11:
5142                         case RENDERPATH_GL13:
5143                         case RENDERPATH_GL20:
5144                         case RENDERPATH_GLES1:
5145                         case RENDERPATH_GLES2:
5146                                 // non-flipped y coordinates
5147                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5149                                 break;
5150                 }
5151         }
5152
5153         // we can't trust r_refdef.view.forward and friends in reflected scenes
5154         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5155
5156 #if 0
5157         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5169 #endif
5170
5171 #if 0
5172         zNear = r_refdef.nearclip;
5173         nudge = 1.0 - 1.0 / (1<<23);
5174         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5182 #endif
5183
5184
5185
5186 #if 0
5187         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190         r_refdef.view.frustum[0].dist = m[15] - m[12];
5191
5192         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195         r_refdef.view.frustum[1].dist = m[15] + m[12];
5196
5197         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200         r_refdef.view.frustum[2].dist = m[15] - m[13];
5201
5202         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205         r_refdef.view.frustum[3].dist = m[15] + m[13];
5206
5207         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210         r_refdef.view.frustum[4].dist = m[15] - m[14];
5211
5212         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215         r_refdef.view.frustum[5].dist = m[15] + m[14];
5216 #endif
5217
5218         if (r_refdef.view.useperspective)
5219         {
5220                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221                 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]);
5222                 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]);
5223                 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]);
5224                 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]);
5225
5226                 // then the normals from the corners relative to origin
5227                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5231
5232                 // in a NORMAL view, forward cross left == up
5233                 // in a REFLECTED view, forward cross left == down
5234                 // so our cross products above need to be adjusted for a left handed coordinate system
5235                 CrossProduct(forward, left, v);
5236                 if(DotProduct(v, up) < 0)
5237                 {
5238                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5242                 }
5243
5244                 // Leaving those out was a mistake, those were in the old code, and they
5245                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246                 // I couldn't reproduce it after adding those normalizations. --blub
5247                 VectorNormalize(r_refdef.view.frustum[0].normal);
5248                 VectorNormalize(r_refdef.view.frustum[1].normal);
5249                 VectorNormalize(r_refdef.view.frustum[2].normal);
5250                 VectorNormalize(r_refdef.view.frustum[3].normal);
5251
5252                 // make the corners absolute
5253                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5257
5258                 // one more normal
5259                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5260
5261                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5266         }
5267         else
5268         {
5269                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5279         }
5280         r_refdef.view.numfrustumplanes = 5;
5281
5282         if (r_refdef.view.useclipplane)
5283         {
5284                 r_refdef.view.numfrustumplanes = 6;
5285                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5286         }
5287
5288         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289                 PlaneClassify(r_refdef.view.frustum + i);
5290
5291         // LordHavoc: note to all quake engine coders, Quake had a special case
5292         // for 90 degrees which assumed a square view (wrong), so I removed it,
5293         // Quake2 has it disabled as well.
5294
5295         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298         //PlaneClassify(&frustum[0]);
5299
5300         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303         //PlaneClassify(&frustum[1]);
5304
5305         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308         //PlaneClassify(&frustum[2]);
5309
5310         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313         //PlaneClassify(&frustum[3]);
5314
5315         // nearclip plane
5316         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318         //PlaneClassify(&frustum[4]);
5319 }
5320
5321 void R_View_UpdateWithScissor(const int *myscissor)
5322 {
5323         R_Main_ResizeViewCache();
5324         R_View_SetFrustum(myscissor);
5325         R_View_WorldVisibility(r_refdef.view.useclipplane);
5326         R_View_UpdateEntityVisible();
5327         R_View_UpdateEntityLighting();
5328 }
5329
5330 void R_View_Update(void)
5331 {
5332         R_Main_ResizeViewCache();
5333         R_View_SetFrustum(NULL);
5334         R_View_WorldVisibility(r_refdef.view.useclipplane);
5335         R_View_UpdateEntityVisible();
5336         R_View_UpdateEntityLighting();
5337 }
5338
5339 float viewscalefpsadjusted = 1.0f;
5340
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5342 {
5343         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344         scale = bound(0.03125f, scale, 1.0f);
5345         *outwidth = (int)ceil(width * scale);
5346         *outheight = (int)ceil(height * scale);
5347 }
5348
5349 void R_Mesh_SetMainRenderTargets(void)
5350 {
5351         if (r_bloomstate.fbo_framebuffer)
5352                 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5353         else
5354                 R_Mesh_ResetRenderTargets();
5355 }
5356
5357 void R_SetupView(qboolean allowwaterclippingplane)
5358 {
5359         const float *customclipplane = NULL;
5360         float plane[4];
5361         int scaledwidth, scaledheight;
5362         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5363         {
5364                 // LordHavoc: couldn't figure out how to make this approach the
5365                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368                         dist = r_refdef.view.clipplane.dist;
5369                 plane[0] = r_refdef.view.clipplane.normal[0];
5370                 plane[1] = r_refdef.view.clipplane.normal[1];
5371                 plane[2] = r_refdef.view.clipplane.normal[2];
5372                 plane[3] = -dist;
5373                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5374         }
5375
5376         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377         if (!r_refdef.view.useperspective)
5378                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5379         else if (vid.stencil && r_useinfinitefarclip.integer)
5380                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5381         else
5382                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383         R_Mesh_SetMainRenderTargets();
5384         R_SetViewport(&r_refdef.view.viewport);
5385         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5386         {
5387                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388                 float screenplane[4];
5389                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5394         }
5395 }
5396
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5398 {
5399         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5400         {
5401                 gl_modelmatrixchanged = false;
5402                 gl_modelmatrix = *matrix;
5403                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5407                 CHECKGLERROR
5408                 switch(vid.renderpath)
5409                 {
5410                 case RENDERPATH_D3D9:
5411 #ifdef SUPPORTD3D
5412                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5414 #endif
5415                         break;
5416                 case RENDERPATH_D3D10:
5417                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5418                         break;
5419                 case RENDERPATH_D3D11:
5420                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5421                         break;
5422                 case RENDERPATH_GL11:
5423                 case RENDERPATH_GL13:
5424                 case RENDERPATH_GLES1:
5425                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5426                         break;
5427                 case RENDERPATH_SOFT:
5428                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5430                         break;
5431                 case RENDERPATH_GL20:
5432                 case RENDERPATH_GLES2:
5433                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5435                         break;
5436                 }
5437         }
5438 }
5439
5440 void R_ResetViewRendering2D(void)
5441 {
5442         r_viewport_t viewport;
5443         DrawQ_Finish();
5444
5445         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5447         R_Mesh_ResetRenderTargets();
5448         R_SetViewport(&viewport);
5449         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450         GL_Color(1, 1, 1, 1);
5451         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452         GL_BlendFunc(GL_ONE, GL_ZERO);
5453         GL_ScissorTest(false);
5454         GL_DepthMask(false);
5455         GL_DepthRange(0, 1);
5456         GL_DepthTest(false);
5457         GL_DepthFunc(GL_LEQUAL);
5458         R_EntityMatrix(&identitymatrix);
5459         R_Mesh_ResetTextureState();
5460         GL_PolygonOffset(0, 0);
5461         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462         switch(vid.renderpath)
5463         {
5464         case RENDERPATH_GL11:
5465         case RENDERPATH_GL13:
5466         case RENDERPATH_GL20:
5467         case RENDERPATH_GLES1:
5468         case RENDERPATH_GLES2:
5469                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470                 break;
5471         case RENDERPATH_D3D9:
5472         case RENDERPATH_D3D10:
5473         case RENDERPATH_D3D11:
5474         case RENDERPATH_SOFT:
5475                 break;
5476         }
5477         GL_CullFace(GL_NONE);
5478 }
5479
5480 void R_ResetViewRendering3D(void)
5481 {
5482         DrawQ_Finish();
5483
5484         R_SetupView(true);
5485         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486         GL_Color(1, 1, 1, 1);
5487         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488         GL_BlendFunc(GL_ONE, GL_ZERO);
5489         GL_ScissorTest(true);
5490         GL_DepthMask(true);
5491         GL_DepthRange(0, 1);
5492         GL_DepthTest(true);
5493         GL_DepthFunc(GL_LEQUAL);
5494         R_EntityMatrix(&identitymatrix);
5495         R_Mesh_ResetTextureState();
5496         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498         switch(vid.renderpath)
5499         {
5500         case RENDERPATH_GL11:
5501         case RENDERPATH_GL13:
5502         case RENDERPATH_GL20:
5503         case RENDERPATH_GLES1:
5504         case RENDERPATH_GLES2:
5505                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5506                 break;
5507         case RENDERPATH_D3D9:
5508         case RENDERPATH_D3D10:
5509         case RENDERPATH_D3D11:
5510         case RENDERPATH_SOFT:
5511                 break;
5512         }
5513         GL_CullFace(r_refdef.view.cullface_back);
5514 }
5515
5516 /*
5517 ================
5518 R_RenderView_UpdateViewVectors
5519 ================
5520 */
5521 static void R_RenderView_UpdateViewVectors(void)
5522 {
5523         // break apart the view matrix into vectors for various purposes
5524         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528         // make an inverted copy of the view matrix for tracking sprites
5529         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5530 }
5531
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5534
5535 static void R_Water_StartFrame(void)
5536 {
5537         int i;
5538         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539         r_waterstate_waterplane_t *p;
5540
5541         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5542                 return;
5543
5544         switch(vid.renderpath)
5545         {
5546         case RENDERPATH_GL20:
5547         case RENDERPATH_D3D9:
5548         case RENDERPATH_D3D10:
5549         case RENDERPATH_D3D11:
5550         case RENDERPATH_SOFT:
5551         case RENDERPATH_GLES2:
5552                 break;
5553         case RENDERPATH_GL11:
5554         case RENDERPATH_GL13:
5555         case RENDERPATH_GLES1:
5556                 return;
5557         }
5558
5559         // set waterwidth and waterheight to the water resolution that will be
5560         // used (often less than the screen resolution for faster rendering)
5561         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5562
5563         // calculate desired texture sizes
5564         // can't use water if the card does not support the texture size
5565         if (!r_water.integer || r_showsurfaces.integer)
5566                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567         else if (vid.support.arb_texture_non_power_of_two)
5568         {
5569                 texturewidth = waterwidth;
5570                 textureheight = waterheight;
5571                 camerawidth = waterwidth;
5572                 cameraheight = waterheight;
5573         }
5574         else
5575         {
5576                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5577                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5578                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5579                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5580         }
5581
5582         // allocate textures as needed
5583         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5584         {
5585                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5587                 {
5588                         if (p->texture_refraction)
5589                                 R_FreeTexture(p->texture_refraction);
5590                         p->texture_refraction = NULL;
5591                         if (p->texture_reflection)
5592                                 R_FreeTexture(p->texture_reflection);
5593                         p->texture_reflection = NULL;
5594                         if (p->texture_camera)
5595                                 R_FreeTexture(p->texture_camera);
5596                         p->texture_camera = NULL;
5597                 }
5598                 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599                 r_waterstate.texturewidth = texturewidth;
5600                 r_waterstate.textureheight = textureheight;
5601                 r_waterstate.camerawidth = camerawidth;
5602                 r_waterstate.cameraheight = cameraheight;
5603         }
5604
5605         if (r_waterstate.texturewidth)
5606         {
5607                 int scaledwidth, scaledheight;
5608
5609                 r_waterstate.enabled = true;
5610
5611                 // when doing a reduced render (HDR) we want to use a smaller area
5612                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614                 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5615
5616                 // set up variables that will be used in shader setup
5617                 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618                 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619                 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620                 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5621         }
5622
5623         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624         r_waterstate.numwaterplanes = 0;
5625 }
5626
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5628 {
5629         int triangleindex, planeindex;
5630         const int *e;
5631         vec3_t vert[3];
5632         vec3_t normal;
5633         vec3_t center;
5634         mplane_t plane;
5635         r_waterstate_waterplane_t *p;
5636         texture_t *t = R_GetCurrentTexture(surface->texture);
5637
5638         // just use the first triangle with a valid normal for any decisions
5639         VectorClear(normal);
5640         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5641         {
5642                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5643                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5644                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5645                 TriangleNormal(vert[0], vert[1], vert[2], normal);
5646                 if (VectorLength2(normal) >= 0.001)
5647                         break;
5648         }
5649
5650         VectorCopy(normal, plane.normal);
5651         VectorNormalize(plane.normal);
5652         plane.dist = DotProduct(vert[0], plane.normal);
5653         PlaneClassify(&plane);
5654         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5655         {
5656                 // skip backfaces (except if nocullface is set)
5657                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5658                         return;
5659                 VectorNegate(plane.normal, plane.normal);
5660                 plane.dist *= -1;
5661                 PlaneClassify(&plane);
5662         }
5663
5664
5665         // find a matching plane if there is one
5666         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5667                 if(p->camera_entity == t->camera_entity)
5668                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5669                                 break;
5670         if (planeindex >= r_waterstate.maxwaterplanes)
5671                 return; // nothing we can do, out of planes
5672
5673         // if this triangle does not fit any known plane rendered this frame, add one
5674         if (planeindex >= r_waterstate.numwaterplanes)
5675         {
5676                 // store the new plane
5677                 r_waterstate.numwaterplanes++;
5678                 p->plane = plane;
5679                 // clear materialflags and pvs
5680                 p->materialflags = 0;
5681                 p->pvsvalid = false;
5682                 p->camera_entity = t->camera_entity;
5683                 VectorCopy(surface->mins, p->mins);
5684                 VectorCopy(surface->maxs, p->maxs);
5685         }
5686         else
5687         {
5688                 // merge mins/maxs
5689                 p->mins[0] = min(p->mins[0], surface->mins[0]);
5690                 p->mins[1] = min(p->mins[1], surface->mins[1]);
5691                 p->mins[2] = min(p->mins[2], surface->mins[2]);
5692                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5693                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5694                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5695         }
5696         // merge this surface's materialflags into the waterplane
5697         p->materialflags |= t->currentmaterialflags;
5698         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5699         {
5700                 // merge this surface's PVS into the waterplane
5701                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5702                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5703                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5704                 {
5705                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5706                         p->pvsvalid = true;
5707                 }
5708         }
5709 }
5710
5711 extern cvar_t r_drawparticles;
5712 extern cvar_t r_drawdecals;
5713
5714 static void R_Water_ProcessPlanes(void)
5715 {
5716         int myscissor[4];
5717         r_refdef_view_t originalview;
5718         r_refdef_view_t myview;
5719         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;
5720         r_waterstate_waterplane_t *p;
5721         vec3_t visorigin;
5722
5723         originalview = r_refdef.view;
5724
5725         // lowquality hack, temporarily shut down some cvars and restore afterwards
5726         qualityreduction = r_water_lowquality.integer;
5727         if (qualityreduction > 0)
5728         {
5729                 if (qualityreduction >= 1)
5730                 {
5731                         old_r_shadows = r_shadows.integer;
5732                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5733                         old_r_dlight = r_shadow_realtime_dlight.integer;
5734                         Cvar_SetValueQuick(&r_shadows, 0);
5735                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5736                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5737                 }
5738                 if (qualityreduction >= 2)
5739                 {
5740                         old_r_dynamic = r_dynamic.integer;
5741                         old_r_particles = r_drawparticles.integer;
5742                         old_r_decals = r_drawdecals.integer;
5743                         Cvar_SetValueQuick(&r_dynamic, 0);
5744                         Cvar_SetValueQuick(&r_drawparticles, 0);
5745                         Cvar_SetValueQuick(&r_drawdecals, 0);
5746                 }
5747         }
5748
5749         // make sure enough textures are allocated
5750         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5751         {
5752                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5753                 {
5754                         if (!p->texture_refraction)
5755                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5756                         if (!p->texture_refraction)
5757                                 goto error;
5758                 }
5759                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5760                 {
5761                         if (!p->texture_camera)
5762                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5763                         if (!p->texture_camera)
5764                                 goto error;
5765                 }
5766
5767                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5768                 {
5769                         if (!p->texture_reflection)
5770                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5771                         if (!p->texture_reflection)
5772                                 goto error;
5773                 }
5774         }
5775
5776         // render views
5777         r_refdef.view = originalview;
5778         r_refdef.view.showdebug = false;
5779         r_refdef.view.width = r_waterstate.waterwidth;
5780         r_refdef.view.height = r_waterstate.waterheight;
5781         r_refdef.view.useclipplane = true;
5782         myview = r_refdef.view;
5783         r_waterstate.renderingscene = true;
5784         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5785         {
5786                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5787                 {
5788                         r_refdef.view = myview;
5789                         if(r_water_scissormode.integer)
5790                         {
5791                                 R_SetupView(true);
5792                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5793                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5794                         }
5795
5796                         // render reflected scene and copy into texture
5797                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5798                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5799                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5800                         r_refdef.view.clipplane = p->plane;
5801                         // reverse the cullface settings for this render
5802                         r_refdef.view.cullface_front = GL_FRONT;
5803                         r_refdef.view.cullface_back = GL_BACK;
5804                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5805                         {
5806                                 r_refdef.view.usecustompvs = true;
5807                                 if (p->pvsvalid)
5808                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5809                                 else
5810                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5811                         }
5812
5813                         R_ResetViewRendering3D();
5814                         R_ClearScreen(r_refdef.fogenabled);
5815                         if(r_water_scissormode.integer & 2)
5816                                 R_View_UpdateWithScissor(myscissor);
5817                         else
5818                                 R_View_Update();
5819                         if(r_water_scissormode.integer & 1)
5820                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5821                         R_RenderScene();
5822
5823                         R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5824                 }
5825
5826                 // render the normal view scene and copy into texture
5827                 // (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)
5828                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5829                 {
5830                         r_refdef.view = myview;
5831                         if(r_water_scissormode.integer)
5832                         {
5833                                 R_SetupView(true);
5834                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5835                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5836                         }
5837
5838                         r_waterstate.renderingrefraction = true;
5839
5840                         r_refdef.view.clipplane = p->plane;
5841                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5842                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5843
5844                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5845                         {
5846                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5847                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5848                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5849                                 R_RenderView_UpdateViewVectors();
5850                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5851                                 {
5852                                         r_refdef.view.usecustompvs = true;
5853                                         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);
5854                                 }
5855                         }
5856
5857                         PlaneClassify(&r_refdef.view.clipplane);
5858
5859                         R_ResetViewRendering3D();
5860                         R_ClearScreen(r_refdef.fogenabled);
5861                         if(r_water_scissormode.integer & 2)
5862                                 R_View_UpdateWithScissor(myscissor);
5863                         else
5864                                 R_View_Update();
5865                         if(r_water_scissormode.integer & 1)
5866                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5867                         R_RenderScene();
5868
5869                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5870                         r_waterstate.renderingrefraction = false;
5871                 }
5872                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5873                 {
5874                         r_refdef.view = myview;
5875
5876                         r_refdef.view.clipplane = p->plane;
5877                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5878                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5879
5880                         r_refdef.view.width = r_waterstate.camerawidth;
5881                         r_refdef.view.height = r_waterstate.cameraheight;
5882                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5883                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5884
5885                         if(p->camera_entity)
5886                         {
5887                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5888                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5889                         }
5890
5891                         // note: all of the view is used for displaying... so
5892                         // there is no use in scissoring
5893
5894                         // reverse the cullface settings for this render
5895                         r_refdef.view.cullface_front = GL_FRONT;
5896                         r_refdef.view.cullface_back = GL_BACK;
5897                         // also reverse the view matrix
5898                         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
5899                         R_RenderView_UpdateViewVectors();
5900                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5901                         {
5902                                 r_refdef.view.usecustompvs = true;
5903                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5904                         }
5905                         
5906                         // camera needs no clipplane
5907                         r_refdef.view.useclipplane = false;
5908
5909                         PlaneClassify(&r_refdef.view.clipplane);
5910
5911                         R_ResetViewRendering3D();
5912                         R_ClearScreen(r_refdef.fogenabled);
5913                         R_View_Update();
5914                         R_RenderScene();
5915
5916                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5917                         r_waterstate.renderingrefraction = false;
5918                 }
5919
5920         }
5921         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5922         r_waterstate.renderingscene = false;
5923         r_refdef.view = originalview;
5924         R_ResetViewRendering3D();
5925         R_ClearScreen(r_refdef.fogenabled);
5926         R_View_Update();
5927         goto finish;
5928 error:
5929         r_refdef.view = originalview;
5930         r_waterstate.renderingscene = false;
5931         Cvar_SetValueQuick(&r_water, 0);
5932         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5933 finish:
5934         // lowquality hack, restore cvars
5935         if (qualityreduction > 0)
5936         {
5937                 if (qualityreduction >= 1)
5938                 {
5939                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5940                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5941                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5942                 }
5943                 if (qualityreduction >= 2)
5944                 {
5945                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5946                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5947                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5948                 }
5949         }
5950 }
5951
5952 void R_Bloom_StartFrame(void)
5953 {
5954         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5955         int viewwidth, viewheight;
5956         textype_t textype;
5957
5958         if (r_viewscale_fpsscaling.integer)
5959         {
5960                 double actualframetime;
5961                 double targetframetime;
5962                 double adjust;
5963                 actualframetime = r_refdef.lastdrawscreentime;
5964                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5965                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5966                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5967                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5968                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5969                 viewscalefpsadjusted += adjust;
5970                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5971         }
5972         else
5973                 viewscalefpsadjusted = 1.0f;
5974
5975         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5976
5977         switch(vid.renderpath)
5978         {
5979         case RENDERPATH_GL20:
5980         case RENDERPATH_D3D9:
5981         case RENDERPATH_D3D10:
5982         case RENDERPATH_D3D11:
5983         case RENDERPATH_SOFT:
5984         case RENDERPATH_GLES2:
5985                 break;
5986         case RENDERPATH_GL11:
5987         case RENDERPATH_GL13:
5988         case RENDERPATH_GLES1:
5989                 return;
5990         }
5991
5992         // set bloomwidth and bloomheight to the bloom resolution that will be
5993         // used (often less than the screen resolution for faster rendering)
5994         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5995         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5996         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5997         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5998         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5999
6000         // calculate desired texture sizes
6001         if (vid.support.arb_texture_non_power_of_two)
6002         {
6003                 screentexturewidth = vid.width;
6004                 screentextureheight = vid.height;
6005                 bloomtexturewidth = r_bloomstate.bloomwidth;
6006                 bloomtextureheight = r_bloomstate.bloomheight;
6007         }
6008         else
6009         {
6010                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
6011                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
6012                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
6013                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
6014         }
6015
6016         if ((r_hdr.integer || 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))
6017         {
6018                 Cvar_SetValueQuick(&r_hdr, 0);
6019                 Cvar_SetValueQuick(&r_bloom, 0);
6020                 Cvar_SetValueQuick(&r_motionblur, 0);
6021                 Cvar_SetValueQuick(&r_damageblur, 0);
6022         }
6023
6024         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6025                 screentexturewidth = screentextureheight = 0;
6026         if (!r_hdr.integer && !r_bloom.integer)
6027                 bloomtexturewidth = bloomtextureheight = 0;
6028
6029         textype = TEXTYPE_COLORBUFFER;
6030         switch (vid.renderpath)
6031         {
6032         case RENDERPATH_GL20:
6033         case RENDERPATH_GLES2:
6034                 if (vid.support.ext_framebuffer_object)
6035                 {
6036                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6037                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6038                 }
6039                 break;
6040         case RENDERPATH_GL11:
6041         case RENDERPATH_GL13:
6042         case RENDERPATH_GLES1:
6043         case RENDERPATH_D3D9:
6044         case RENDERPATH_D3D10:
6045         case RENDERPATH_D3D11:
6046         case RENDERPATH_SOFT:
6047                 break;
6048         }
6049
6050         // allocate textures as needed
6051         if (r_bloomstate.screentexturewidth != screentexturewidth
6052          || r_bloomstate.screentextureheight != screentextureheight
6053          || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6054          || r_bloomstate.bloomtextureheight != bloomtextureheight
6055          || r_bloomstate.texturetype != textype
6056          || r_bloomstate.viewfbo != r_viewfbo.integer)
6057         {
6058                 if (r_bloomstate.texture_bloom)
6059                         R_FreeTexture(r_bloomstate.texture_bloom);
6060                 r_bloomstate.texture_bloom = NULL;
6061                 if (r_bloomstate.texture_screen)
6062                         R_FreeTexture(r_bloomstate.texture_screen);
6063                 r_bloomstate.texture_screen = NULL;
6064                 if (r_bloomstate.fbo_framebuffer)
6065                         R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6066                 r_bloomstate.fbo_framebuffer = 0;
6067                 if (r_bloomstate.texture_framebuffercolor)
6068                         R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6069                 r_bloomstate.texture_framebuffercolor = NULL;
6070                 if (r_bloomstate.texture_framebufferdepth)
6071                         R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6072                 r_bloomstate.texture_framebufferdepth = NULL;
6073                 r_bloomstate.screentexturewidth = screentexturewidth;
6074                 r_bloomstate.screentextureheight = screentextureheight;
6075                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6076                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6077                 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6078                 {
6079                         // FIXME: choose depth bits based on a cvar
6080                         r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6081                         r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6082                         r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6083                         R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6084 #ifndef USE_GLES2
6085                         // render depth into one texture and normalmap into the other
6086                         if (qglDrawBuffer)
6087                         {
6088                                 int status;
6089                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6090                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6091                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6092                                 if (status != GL_FRAMEBUFFER_COMPLETE)
6093                                         Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6094                         }
6095 #endif
6096                 }
6097                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6098                 r_bloomstate.bloomtextureheight = bloomtextureheight;
6099                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6100                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6101                 r_bloomstate.viewfbo = r_viewfbo.integer;
6102                 r_bloomstate.texturetype = textype;
6103         }
6104
6105         // when doing a reduced render (HDR) we want to use a smaller area
6106         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6107         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6108         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6109         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6110         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6111
6112         // set up a texcoord array for the full resolution screen image
6113         // (we have to keep this around to copy back during final render)
6114         r_bloomstate.screentexcoord2f[0] = 0;
6115         r_bloomstate.screentexcoord2f[1] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6116         r_bloomstate.screentexcoord2f[2] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6117         r_bloomstate.screentexcoord2f[3] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6118         r_bloomstate.screentexcoord2f[4] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6119         r_bloomstate.screentexcoord2f[5] = 0;
6120         r_bloomstate.screentexcoord2f[6] = 0;
6121         r_bloomstate.screentexcoord2f[7] = 0;
6122
6123         // set up a texcoord array for the reduced resolution bloom image
6124         // (which will be additive blended over the screen image)
6125         r_bloomstate.bloomtexcoord2f[0] = 0;
6126         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6127         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6128         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6129         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6130         r_bloomstate.bloomtexcoord2f[5] = 0;
6131         r_bloomstate.bloomtexcoord2f[6] = 0;
6132         r_bloomstate.bloomtexcoord2f[7] = 0;
6133
6134         switch(vid.renderpath)
6135         {
6136         case RENDERPATH_GL11:
6137         case RENDERPATH_GL13:
6138         case RENDERPATH_GL20:
6139         case RENDERPATH_SOFT:
6140         case RENDERPATH_GLES1:
6141         case RENDERPATH_GLES2:
6142                 break;
6143         case RENDERPATH_D3D9:
6144         case RENDERPATH_D3D10:
6145         case RENDERPATH_D3D11:
6146                 {
6147                         int i;
6148                         for (i = 0;i < 4;i++)
6149                         {
6150                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6151                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6152                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6153                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6154                         }
6155                 }
6156                 break;
6157         }
6158
6159         if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6160         {
6161                 r_bloomstate.enabled = true;
6162                 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6163         }
6164
6165         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6166
6167         if (r_bloomstate.fbo_framebuffer)
6168                 r_refdef.view.clear = true;
6169 }
6170
6171 void R_Bloom_CopyBloomTexture(float colorscale)
6172 {
6173         r_refdef.stats.bloom++;
6174
6175         // scale down screen texture to the bloom texture size
6176         CHECKGLERROR
6177         R_Mesh_SetMainRenderTargets();
6178         R_SetViewport(&r_bloomstate.viewport);
6179         GL_BlendFunc(GL_ONE, GL_ZERO);
6180         GL_Color(colorscale, colorscale, colorscale, 1);
6181         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6182         switch(vid.renderpath)
6183         {
6184         case RENDERPATH_GL11:
6185         case RENDERPATH_GL13:
6186         case RENDERPATH_GL20:
6187         case RENDERPATH_GLES1:
6188         case RENDERPATH_GLES2:
6189         case RENDERPATH_SOFT:
6190                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6191                 break;
6192         case RENDERPATH_D3D9:
6193         case RENDERPATH_D3D10:
6194         case RENDERPATH_D3D11:
6195                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6196                 break;
6197         }
6198         // TODO: do boxfilter scale-down in shader?
6199         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6200         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6201         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6202
6203         // we now have a bloom image in the framebuffer
6204         // copy it into the bloom image texture for later processing
6205         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6206         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6207 }
6208
6209 void R_Bloom_CopyHDRTexture(void)
6210 {
6211         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6212         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6213 }
6214
6215 void R_Bloom_MakeTexture(void)
6216 {
6217         int x, range, dir;
6218         float xoffset, yoffset, r, brighten;
6219
6220         r_refdef.stats.bloom++;
6221
6222         R_ResetViewRendering2D();
6223
6224         // we have a bloom image in the framebuffer
6225         CHECKGLERROR
6226         R_SetViewport(&r_bloomstate.viewport);
6227
6228         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6229         {
6230                 x *= 2;
6231                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6232                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6233                 GL_Color(r,r,r,1);
6234                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6235                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6236                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6237                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6238
6239                 // copy the vertically blurred bloom view to a texture
6240                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6241                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6242         }
6243
6244         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6245         brighten = r_bloom_brighten.value;
6246         if (r_bloomstate.hdr)
6247                 brighten *= r_hdr_range.value;
6248         brighten = sqrt(brighten);
6249         if(range >= 1)
6250                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6251         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6252
6253         for (dir = 0;dir < 2;dir++)
6254         {
6255                 // blend on at multiple vertical offsets to achieve a vertical blur
6256                 // TODO: do offset blends using GLSL
6257                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6258                 GL_BlendFunc(GL_ONE, GL_ZERO);
6259                 for (x = -range;x <= range;x++)
6260                 {
6261                         if (!dir){xoffset = 0;yoffset = x;}
6262                         else {xoffset = x;yoffset = 0;}
6263                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
6264                         yoffset /= (float)r_bloomstate.bloomtextureheight;
6265                         // compute a texcoord array with the specified x and y offset
6266                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6267                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6268                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6269                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6270                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6271                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6272                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6273                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6274                         // this r value looks like a 'dot' particle, fading sharply to
6275                         // black at the edges
6276                         // (probably not realistic but looks good enough)
6277                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6278                         //r = brighten/(range*2+1);
6279                         r = brighten / (range * 2 + 1);
6280                         if(range >= 1)
6281                                 r *= (1 - x*x/(float)(range*range));
6282                         GL_Color(r, r, r, 1);
6283                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6284                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6285                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6286                         GL_BlendFunc(GL_ONE, GL_ONE);
6287                 }
6288
6289                 // copy the vertically blurred bloom view to a texture
6290                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6291                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6292         }
6293 }
6294
6295 void R_HDR_RenderBloomTexture(void)
6296 {
6297         int oldwidth, oldheight;
6298         float oldcolorscale;
6299         qboolean oldwaterstate;
6300
6301         oldwaterstate = r_waterstate.enabled;
6302         oldcolorscale = r_refdef.view.colorscale;
6303         oldwidth = r_refdef.view.width;
6304         oldheight = r_refdef.view.height;
6305         r_refdef.view.width = r_bloomstate.bloomwidth;
6306         r_refdef.view.height = r_bloomstate.bloomheight;
6307
6308         if(r_hdr.integer < 2)
6309                 r_waterstate.enabled = false;
6310
6311         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
6312         // TODO: add exposure compensation features
6313         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6314
6315         r_refdef.view.showdebug = false;
6316         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6317
6318         R_ResetViewRendering3D();
6319
6320         R_ClearScreen(r_refdef.fogenabled);
6321         if (r_timereport_active)
6322                 R_TimeReport("HDRclear");
6323
6324         R_View_Update();
6325         if (r_timereport_active)
6326                 R_TimeReport("visibility");
6327
6328         // only do secondary renders with HDR if r_hdr is 2 or higher
6329         r_waterstate.numwaterplanes = 0;
6330         if (r_waterstate.enabled)
6331                 R_RenderWaterPlanes();
6332
6333         r_refdef.view.showdebug = true;
6334         R_RenderScene();
6335         r_waterstate.numwaterplanes = 0;
6336
6337         R_ResetViewRendering2D();
6338
6339         R_Bloom_CopyHDRTexture();
6340         R_Bloom_MakeTexture();
6341
6342         // restore the view settings
6343         r_waterstate.enabled = oldwaterstate;
6344         r_refdef.view.width = oldwidth;
6345         r_refdef.view.height = oldheight;
6346         r_refdef.view.colorscale = oldcolorscale;
6347
6348         R_ResetViewRendering3D();
6349
6350         R_ClearScreen(r_refdef.fogenabled);
6351         if (r_timereport_active)
6352                 R_TimeReport("viewclear");
6353 }
6354
6355 static void R_BlendView(void)
6356 {
6357         unsigned int permutation;
6358         float uservecs[4][4];
6359
6360         switch (vid.renderpath)
6361         {
6362         case RENDERPATH_GL20:
6363         case RENDERPATH_D3D9:
6364         case RENDERPATH_D3D10:
6365         case RENDERPATH_D3D11:
6366         case RENDERPATH_SOFT:
6367         case RENDERPATH_GLES2:
6368                 permutation =
6369                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6370                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6371                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6372                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6373                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6374
6375                 if (r_bloomstate.texture_screen)
6376                 {
6377                         // make sure the buffer is available
6378                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6379
6380                         R_ResetViewRendering2D();
6381                         R_Mesh_SetMainRenderTargets();
6382
6383                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6384                         {
6385                                 // declare variables
6386                                 float blur_factor, blur_mouseaccel, blur_velocity;
6387                                 static float blur_average; 
6388                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6389
6390                                 // set a goal for the factoring
6391                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6392                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6393                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6394                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6395                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6396                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6397
6398                                 // from the goal, pick an averaged value between goal and last value
6399                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6400                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6401                                 
6402                                 // enforce minimum amount of blur 
6403                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6404                                 
6405                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6406
6407                                 // calculate values into a standard alpha
6408                                 cl.motionbluralpha = 1 - exp(-
6409                                                 (
6410                                                  (r_motionblur.value * blur_factor / 80)
6411                                                  +
6412                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6413                                                 )
6414                                                 /
6415                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6416                                           );
6417                                 
6418                                 // randomization for the blur value to combat persistent ghosting
6419                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6420                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6421                                 
6422                                 // apply the blur
6423                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6424                                 {
6425                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6426                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6427                                         switch(vid.renderpath)
6428                                         {
6429                                         case RENDERPATH_GL11:
6430                                         case RENDERPATH_GL13:
6431                                         case RENDERPATH_GL20:
6432                                         case RENDERPATH_GLES1:
6433                                         case RENDERPATH_GLES2:
6434                                         case RENDERPATH_SOFT:
6435                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6436                                                 break;
6437                                         case RENDERPATH_D3D9:
6438                                         case RENDERPATH_D3D10:
6439                                         case RENDERPATH_D3D11:
6440                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6441                                                 break;
6442                                         }
6443                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6444                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6445                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6446                                 }
6447                                 
6448                                 // updates old view angles for next pass 
6449                                 VectorCopy(cl.viewangles, blur_oldangles);
6450                         }
6451
6452                         // copy view into the screen texture
6453                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6454                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6455                 }
6456                 else if (!r_bloomstate.texture_bloom)
6457                 {
6458                         // we may still have to do view tint...
6459                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6460                         {
6461                                 // apply a color tint to the whole view
6462                                 R_ResetViewRendering2D();
6463                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6464                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6465                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6466                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6467                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6468                         }
6469                         break; // no screen processing, no bloom, skip it
6470                 }
6471
6472                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6473                 {
6474                         // render simple bloom effect
6475                         // copy the screen and shrink it and darken it for the bloom process
6476                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6477                         // make the bloom texture
6478                         R_Bloom_MakeTexture();
6479                 }
6480
6481 #if _MSC_VER >= 1400
6482 #define sscanf sscanf_s
6483 #endif
6484                 memset(uservecs, 0, sizeof(uservecs));
6485                 if (r_glsl_postprocess_uservec1_enable.integer)
6486                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6487                 if (r_glsl_postprocess_uservec2_enable.integer)
6488                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6489                 if (r_glsl_postprocess_uservec3_enable.integer)
6490                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6491                 if (r_glsl_postprocess_uservec4_enable.integer)
6492                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6493
6494                 R_ResetViewRendering2D();
6495                 GL_Color(1, 1, 1, 1);
6496                 GL_BlendFunc(GL_ONE, GL_ZERO);
6497
6498                 switch(vid.renderpath)
6499                 {
6500                 case RENDERPATH_GL20:
6501                 case RENDERPATH_GLES2:
6502                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6503                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6504                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
6505                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
6506                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6507                         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]);
6508                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6509                         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]);
6510                         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]);
6511                         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]);
6512                         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]);
6513                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6514                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6515                         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);
6516                         break;
6517                 case RENDERPATH_D3D9:
6518 #ifdef SUPPORTD3D
6519                         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6520                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6521                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6522                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6523                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6524                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6525                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6526                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6527                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6528                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6529                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6530                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6531                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6532                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6533                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6534 #endif
6535                         break;
6536                 case RENDERPATH_D3D10:
6537                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6538                         break;
6539                 case RENDERPATH_D3D11:
6540                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6541                         break;
6542                 case RENDERPATH_SOFT:
6543                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6544                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6545                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6546                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6547                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6548                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6549                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6550                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6551                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6552                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6553                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6554                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6555                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6556                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6557                         break;
6558                 default:
6559                         break;
6560                 }
6561                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6562                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6563                 break;
6564         case RENDERPATH_GL11:
6565         case RENDERPATH_GL13:
6566         case RENDERPATH_GLES1:
6567                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6568                 {
6569                         // apply a color tint to the whole view
6570                         R_ResetViewRendering2D();
6571                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6572                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6573                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6574                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6575                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6576                 }
6577                 break;
6578         }
6579 }
6580
6581 matrix4x4_t r_waterscrollmatrix;
6582
6583 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6584 {
6585         // Nehahra fog
6586         if (gamemode == GAME_NEHAHRA)
6587         {
6588                 if (gl_fogenable.integer)
6589                 {
6590                         r_refdef.oldgl_fogenable = true;
6591                         r_refdef.fog_density = gl_fogdensity.value;
6592                         r_refdef.fog_red = gl_fogred.value;
6593                         r_refdef.fog_green = gl_foggreen.value;
6594                         r_refdef.fog_blue = gl_fogblue.value;
6595                         r_refdef.fog_alpha = 1;
6596                         r_refdef.fog_start = 0;
6597                         r_refdef.fog_end = gl_skyclip.value;
6598                         r_refdef.fog_height = 1<<30;
6599                         r_refdef.fog_fadedepth = 128;
6600                 }
6601                 else if (r_refdef.oldgl_fogenable)
6602                 {
6603                         r_refdef.oldgl_fogenable = false;
6604                         r_refdef.fog_density = 0;
6605                         r_refdef.fog_red = 0;
6606                         r_refdef.fog_green = 0;
6607                         r_refdef.fog_blue = 0;
6608                         r_refdef.fog_alpha = 0;
6609                         r_refdef.fog_start = 0;
6610                         r_refdef.fog_end = 0;
6611                         r_refdef.fog_height = 1<<30;
6612                         r_refdef.fog_fadedepth = 128;
6613                 }
6614         }
6615
6616         // fog parms
6617         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6618         r_refdef.fog_start = max(0, r_refdef.fog_start);
6619         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6620
6621         if (r_refdef.fog_density && r_drawfog.integer)
6622         {
6623                 r_refdef.fogenabled = true;
6624                 // this is the point where the fog reaches 0.9986 alpha, which we
6625                 // consider a good enough cutoff point for the texture
6626                 // (0.9986 * 256 == 255.6)
6627                 if (r_fog_exp2.integer)
6628                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6629                 else
6630                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6631                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6632                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6633                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6634                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6635                         R_BuildFogHeightTexture();
6636                 // fog color was already set
6637                 // update the fog texture
6638                 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)
6639                         R_BuildFogTexture();
6640                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6641                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6642         }
6643         else
6644                 r_refdef.fogenabled = false;
6645
6646         // fog color
6647         if (r_refdef.fog_density)
6648         {
6649                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6650                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6651                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6652
6653                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6654                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6655                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6656                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6657
6658                 {
6659                         vec3_t fogvec;
6660                         VectorCopy(r_refdef.fogcolor, fogvec);
6661                         //   color.rgb *= ContrastBoost * SceneBrightness;
6662                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6663                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6664                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6665                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6666                 }
6667         }
6668 }
6669
6670 void R_UpdateVariables(void)
6671 {
6672         R_Textures_Frame();
6673
6674         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6675
6676         r_refdef.farclip = r_farclip_base.value;
6677         if (r_refdef.scene.worldmodel)
6678                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6679         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6680
6681         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6682                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6683         r_refdef.polygonfactor = 0;
6684         r_refdef.polygonoffset = 0;
6685         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6686         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6687
6688         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6689         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6690         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6691         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6692         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6693         if (FAKELIGHT_ENABLED)
6694         {
6695                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6696         }
6697         if (r_showsurfaces.integer)
6698         {
6699                 r_refdef.scene.rtworld = false;
6700                 r_refdef.scene.rtworldshadows = false;
6701                 r_refdef.scene.rtdlight = false;
6702                 r_refdef.scene.rtdlightshadows = false;
6703                 r_refdef.lightmapintensity = 0;
6704         }
6705
6706         switch(vid.renderpath)
6707         {
6708         case RENDERPATH_GL20:
6709         case RENDERPATH_D3D9:
6710         case RENDERPATH_D3D10:
6711         case RENDERPATH_D3D11:
6712         case RENDERPATH_SOFT:
6713         case RENDERPATH_GLES2:
6714                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6715                 {
6716                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6717                         {
6718                                 // build GLSL gamma texture
6719 #define RAMPWIDTH 256
6720                                 unsigned short ramp[RAMPWIDTH * 3];
6721                                 unsigned char rampbgr[RAMPWIDTH][4];
6722                                 int i;
6723
6724                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6725
6726                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6727                                 for(i = 0; i < RAMPWIDTH; ++i)
6728                                 {
6729                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6730                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6731                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6732                                         rampbgr[i][3] = 0;
6733                                 }
6734                                 if (r_texture_gammaramps)
6735                                 {
6736                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6737                                 }
6738                                 else
6739                                 {
6740                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6741                                 }
6742                         }
6743                 }
6744                 else
6745                 {
6746                         // remove GLSL gamma texture
6747                 }
6748                 break;
6749         case RENDERPATH_GL11:
6750         case RENDERPATH_GL13:
6751         case RENDERPATH_GLES1:
6752                 break;
6753         }
6754 }
6755
6756 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6757 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6758 /*
6759 ================
6760 R_SelectScene
6761 ================
6762 */
6763 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6764         if( scenetype != r_currentscenetype ) {
6765                 // store the old scenetype
6766                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6767                 r_currentscenetype = scenetype;
6768                 // move in the new scene
6769                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6770         }
6771 }
6772
6773 /*
6774 ================
6775 R_GetScenePointer
6776 ================
6777 */
6778 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6779 {
6780         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6781         if( scenetype == r_currentscenetype ) {
6782                 return &r_refdef.scene;
6783         } else {
6784                 return &r_scenes_store[ scenetype ];
6785         }
6786 }
6787
6788 int R_SortEntities_Compare(const void *ap, const void *bp)
6789 {
6790         const entity_render_t *a = *(const entity_render_t **)ap;
6791         const entity_render_t *b = *(const entity_render_t **)bp;
6792
6793         // 1. compare model
6794         if(a->model < b->model)
6795                 return -1;
6796         if(a->model > b->model)
6797                 return +1;
6798
6799         // 2. compare skin
6800         // TODO possibly calculate the REAL skinnum here first using
6801         // skinscenes?
6802         if(a->skinnum < b->skinnum)
6803                 return -1;
6804         if(a->skinnum > b->skinnum)
6805                 return +1;
6806
6807         // everything we compared is equal
6808         return 0;
6809 }
6810 void R_SortEntities(void)
6811 {
6812         // below or equal 2 ents, sorting never gains anything
6813         if(r_refdef.scene.numentities <= 2)
6814                 return;
6815         // sort
6816         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6817 }
6818
6819 /*
6820 ================
6821 R_RenderView
6822 ================
6823 */
6824 int dpsoftrast_test;
6825 extern void R_Shadow_UpdateBounceGridTexture(void);
6826 extern cvar_t r_shadow_bouncegrid;
6827 void R_RenderView(void)
6828 {
6829         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6830
6831         dpsoftrast_test = r_test.integer;
6832
6833         if (r_timereport_active)
6834                 R_TimeReport("start");
6835         r_textureframe++; // used only by R_GetCurrentTexture
6836         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6837
6838         if(R_CompileShader_CheckStaticParms())
6839                 R_GLSL_Restart_f();
6840
6841         if (!r_drawentities.integer)
6842                 r_refdef.scene.numentities = 0;
6843         else if (r_sortentities.integer)
6844                 R_SortEntities();
6845
6846         R_AnimCache_ClearCache();
6847         R_FrameData_NewFrame();
6848
6849         /* adjust for stereo display */
6850         if(R_Stereo_Active())
6851         {
6852                 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);
6853                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6854         }
6855
6856         if (r_refdef.view.isoverlay)
6857         {
6858                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6859                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6860                 R_TimeReport("depthclear");
6861
6862                 r_refdef.view.showdebug = false;
6863
6864                 r_waterstate.enabled = false;
6865                 r_waterstate.numwaterplanes = 0;
6866
6867                 R_RenderScene();
6868
6869                 r_refdef.view.matrix = originalmatrix;
6870
6871                 CHECKGLERROR
6872                 return;
6873         }
6874
6875         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6876         {
6877                 r_refdef.view.matrix = originalmatrix;
6878                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6879         }
6880
6881         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6882
6883         R_RenderView_UpdateViewVectors();
6884
6885         R_Shadow_UpdateWorldLightSelection();
6886
6887         R_Bloom_StartFrame();
6888         R_Water_StartFrame();
6889
6890         CHECKGLERROR
6891         if (r_timereport_active)
6892                 R_TimeReport("viewsetup");
6893
6894         R_ResetViewRendering3D();
6895
6896         if (r_refdef.view.clear || r_refdef.fogenabled)
6897         {
6898                 R_ClearScreen(r_refdef.fogenabled);
6899                 if (r_timereport_active)
6900                         R_TimeReport("viewclear");
6901         }
6902         r_refdef.view.clear = true;
6903
6904         // this produces a bloom texture to be used in R_BlendView() later
6905         if (r_bloomstate.hdr)
6906         {
6907                 R_HDR_RenderBloomTexture();
6908                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6909                 r_textureframe++; // used only by R_GetCurrentTexture
6910         }
6911
6912         r_refdef.view.showdebug = true;
6913
6914         R_View_Update();
6915         if (r_timereport_active)
6916                 R_TimeReport("visibility");
6917
6918         R_Shadow_UpdateBounceGridTexture();
6919         if (r_timereport_active && r_shadow_bouncegrid.integer)
6920                 R_TimeReport("bouncegrid");
6921
6922         r_waterstate.numwaterplanes = 0;
6923         if (r_waterstate.enabled)
6924                 R_RenderWaterPlanes();
6925
6926         R_RenderScene();
6927         r_waterstate.numwaterplanes = 0;
6928
6929         R_BlendView();
6930         if (r_timereport_active)
6931                 R_TimeReport("blendview");
6932
6933         GL_Scissor(0, 0, vid.width, vid.height);
6934         GL_ScissorTest(false);
6935
6936         r_refdef.view.matrix = originalmatrix;
6937
6938         CHECKGLERROR
6939 }
6940
6941 void R_RenderWaterPlanes(void)
6942 {
6943         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6944         {
6945                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6946                 if (r_timereport_active)
6947                         R_TimeReport("waterworld");
6948         }
6949
6950         // don't let sound skip if going slow
6951         if (r_refdef.scene.extraupdate)
6952                 S_ExtraUpdate ();
6953
6954         R_DrawModelsAddWaterPlanes();
6955         if (r_timereport_active)
6956                 R_TimeReport("watermodels");
6957
6958         if (r_waterstate.numwaterplanes)
6959         {
6960                 R_Water_ProcessPlanes();
6961                 if (r_timereport_active)
6962                         R_TimeReport("waterscenes");
6963         }
6964 }
6965
6966 extern void R_DrawLightningBeams (void);
6967 extern void VM_CL_AddPolygonsToMeshQueue (void);
6968 extern void R_DrawPortals (void);
6969 extern cvar_t cl_locs_show;
6970 static void R_DrawLocs(void);
6971 static void R_DrawEntityBBoxes(void);
6972 static void R_DrawModelDecals(void);
6973 extern void R_DrawModelShadows(void);
6974 extern void R_DrawModelShadowMaps(void);
6975 extern cvar_t cl_decals_newsystem;
6976 extern qboolean r_shadow_usingdeferredprepass;
6977 void R_RenderScene(void)
6978 {
6979         qboolean shadowmapping = false;
6980
6981         if (r_timereport_active)
6982                 R_TimeReport("beginscene");
6983
6984         r_refdef.stats.renders++;
6985
6986         R_UpdateFog();
6987
6988         // don't let sound skip if going slow
6989         if (r_refdef.scene.extraupdate)
6990                 S_ExtraUpdate ();
6991
6992         R_MeshQueue_BeginScene();
6993
6994         R_SkyStartFrame();
6995
6996         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);
6997
6998         if (r_timereport_active)
6999                 R_TimeReport("skystartframe");
7000
7001         if (cl.csqc_vidvars.drawworld)
7002         {
7003                 // don't let sound skip if going slow
7004                 if (r_refdef.scene.extraupdate)
7005                         S_ExtraUpdate ();
7006
7007                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7008                 {
7009                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7010                         if (r_timereport_active)
7011                                 R_TimeReport("worldsky");
7012                 }
7013
7014                 if (R_DrawBrushModelsSky() && r_timereport_active)
7015                         R_TimeReport("bmodelsky");
7016
7017                 if (skyrendermasked && skyrenderlater)
7018                 {
7019                         // we have to force off the water clipping plane while rendering sky
7020                         R_SetupView(false);
7021                         R_Sky();
7022                         R_SetupView(true);
7023                         if (r_timereport_active)
7024                                 R_TimeReport("sky");
7025                 }
7026         }
7027
7028         R_AnimCache_CacheVisibleEntities();
7029         if (r_timereport_active)
7030                 R_TimeReport("animation");
7031
7032         R_Shadow_PrepareLights();
7033         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7034                 R_Shadow_PrepareModelShadows();
7035         if (r_timereport_active)
7036                 R_TimeReport("preparelights");
7037
7038         if (R_Shadow_ShadowMappingEnabled())
7039                 shadowmapping = true;
7040
7041         if (r_shadow_usingdeferredprepass)
7042                 R_Shadow_DrawPrepass();
7043
7044         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7045         {
7046                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7047                 if (r_timereport_active)
7048                         R_TimeReport("worlddepth");
7049         }
7050         if (r_depthfirst.integer >= 2)
7051         {
7052                 R_DrawModelsDepth();
7053                 if (r_timereport_active)
7054                         R_TimeReport("modeldepth");
7055         }
7056
7057         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7058         {
7059                 R_DrawModelShadowMaps();
7060                 R_ResetViewRendering3D();
7061                 // don't let sound skip if going slow
7062                 if (r_refdef.scene.extraupdate)
7063                         S_ExtraUpdate ();
7064         }
7065
7066         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7067         {
7068                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7069                 if (r_timereport_active)
7070                         R_TimeReport("world");
7071         }
7072
7073         // don't let sound skip if going slow
7074         if (r_refdef.scene.extraupdate)
7075                 S_ExtraUpdate ();
7076
7077         R_DrawModels();
7078         if (r_timereport_active)
7079                 R_TimeReport("models");
7080
7081         // don't let sound skip if going slow
7082         if (r_refdef.scene.extraupdate)
7083                 S_ExtraUpdate ();
7084
7085         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7086         {
7087                 R_DrawModelShadows();
7088                 R_ResetViewRendering3D();
7089                 // don't let sound skip if going slow
7090                 if (r_refdef.scene.extraupdate)
7091                         S_ExtraUpdate ();
7092         }
7093
7094         if (!r_shadow_usingdeferredprepass)
7095         {
7096                 R_Shadow_DrawLights();
7097                 if (r_timereport_active)
7098                         R_TimeReport("rtlights");
7099         }
7100
7101         // don't let sound skip if going slow
7102         if (r_refdef.scene.extraupdate)
7103                 S_ExtraUpdate ();
7104
7105         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7106         {
7107                 R_DrawModelShadows();
7108                 R_ResetViewRendering3D();
7109                 // don't let sound skip if going slow
7110                 if (r_refdef.scene.extraupdate)
7111                         S_ExtraUpdate ();
7112         }
7113
7114         if (cl.csqc_vidvars.drawworld)
7115         {
7116                 if (cl_decals_newsystem.integer)
7117                 {
7118                         R_DrawModelDecals();
7119                         if (r_timereport_active)
7120                                 R_TimeReport("modeldecals");
7121                 }
7122                 else
7123                 {
7124                         R_DrawDecals();
7125                         if (r_timereport_active)
7126                                 R_TimeReport("decals");
7127                 }
7128
7129                 R_DrawParticles();
7130                 if (r_timereport_active)
7131                         R_TimeReport("particles");
7132
7133                 R_DrawExplosions();
7134                 if (r_timereport_active)
7135                         R_TimeReport("explosions");
7136
7137                 R_DrawLightningBeams();
7138                 if (r_timereport_active)
7139                         R_TimeReport("lightning");
7140         }
7141
7142         VM_CL_AddPolygonsToMeshQueue();
7143
7144         if (r_refdef.view.showdebug)
7145         {
7146                 if (cl_locs_show.integer)
7147                 {
7148                         R_DrawLocs();
7149                         if (r_timereport_active)
7150                                 R_TimeReport("showlocs");
7151                 }
7152
7153                 if (r_drawportals.integer)
7154                 {
7155                         R_DrawPortals();
7156                         if (r_timereport_active)
7157                                 R_TimeReport("portals");
7158                 }
7159
7160                 if (r_showbboxes.value > 0)
7161                 {
7162                         R_DrawEntityBBoxes();
7163                         if (r_timereport_active)
7164                                 R_TimeReport("bboxes");
7165                 }
7166         }
7167
7168         if (r_transparent.integer)
7169         {
7170                 R_MeshQueue_RenderTransparent();
7171                 if (r_timereport_active)
7172                         R_TimeReport("drawtrans");
7173         }
7174
7175         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))
7176         {
7177                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7178                 if (r_timereport_active)
7179                         R_TimeReport("worlddebug");
7180                 R_DrawModelsDebug();
7181                 if (r_timereport_active)
7182                         R_TimeReport("modeldebug");
7183         }
7184
7185         if (cl.csqc_vidvars.drawworld)
7186         {
7187                 R_Shadow_DrawCoronas();
7188                 if (r_timereport_active)
7189                         R_TimeReport("coronas");
7190         }
7191
7192 #if 0
7193         {
7194                 GL_DepthTest(false);
7195                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7196                 GL_Color(1, 1, 1, 1);
7197                 qglBegin(GL_POLYGON);
7198                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7199                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7200                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7201                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7202                 qglEnd();
7203                 qglBegin(GL_POLYGON);
7204                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7205                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7206                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7207                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7208                 qglEnd();
7209                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7210         }
7211 #endif
7212
7213         // don't let sound skip if going slow
7214         if (r_refdef.scene.extraupdate)
7215                 S_ExtraUpdate ();
7216
7217         R_ResetViewRendering2D();
7218 }
7219
7220 static const unsigned short bboxelements[36] =
7221 {
7222         5, 1, 3, 5, 3, 7,
7223         6, 2, 0, 6, 0, 4,
7224         7, 3, 2, 7, 2, 6,
7225         4, 0, 1, 4, 1, 5,
7226         4, 5, 7, 4, 7, 6,
7227         1, 0, 2, 1, 2, 3,
7228 };
7229
7230 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7231 {
7232         int i;
7233         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7234
7235         RSurf_ActiveWorldEntity();
7236
7237         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7238         GL_DepthMask(false);
7239         GL_DepthRange(0, 1);
7240         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7241 //      R_Mesh_ResetTextureState();
7242
7243         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7244         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7245         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7246         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7247         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7248         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7249         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7250         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7251         R_FillColors(color4f, 8, cr, cg, cb, ca);
7252         if (r_refdef.fogenabled)
7253         {
7254                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7255                 {
7256                         f1 = RSurf_FogVertex(v);
7257                         f2 = 1 - f1;
7258                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7259                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7260                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7261                 }
7262         }
7263         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7264         R_Mesh_ResetTextureState();
7265         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7266         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7267 }
7268
7269 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7270 {
7271         int i;
7272         float color[4];
7273         prvm_edict_t *edict;
7274         prvm_prog_t *prog_save = prog;
7275
7276         // this function draws bounding boxes of server entities
7277         if (!sv.active)
7278                 return;
7279
7280         GL_CullFace(GL_NONE);
7281         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7282
7283         prog = 0;
7284         SV_VM_Begin();
7285         for (i = 0;i < numsurfaces;i++)
7286         {
7287                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7288                 switch ((int)PRVM_serveredictfloat(edict, solid))
7289                 {
7290                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7291                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7292                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7293                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7294                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7295                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7296                 }
7297                 color[3] *= r_showbboxes.value;
7298                 color[3] = bound(0, color[3], 1);
7299                 GL_DepthTest(!r_showdisabledepthtest.integer);
7300                 GL_CullFace(r_refdef.view.cullface_front);
7301                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7302         }
7303         SV_VM_End();
7304         prog = prog_save;
7305 }
7306
7307 static void R_DrawEntityBBoxes(void)
7308 {
7309         int i;
7310         prvm_edict_t *edict;
7311         vec3_t center;
7312         prvm_prog_t *prog_save = prog;
7313
7314         // this function draws bounding boxes of server entities
7315         if (!sv.active)
7316                 return;
7317
7318         prog = 0;
7319         SV_VM_Begin();
7320         for (i = 0;i < prog->num_edicts;i++)
7321         {
7322                 edict = PRVM_EDICT_NUM(i);
7323                 if (edict->priv.server->free)
7324                         continue;
7325                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7326                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7327                         continue;
7328                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7329                         continue;
7330                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7331                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7332         }
7333         SV_VM_End();
7334         prog = prog_save;
7335 }
7336
7337 static const int nomodelelement3i[24] =
7338 {
7339         5, 2, 0,
7340         5, 1, 2,
7341         5, 0, 3,
7342         5, 3, 1,
7343         0, 2, 4,
7344         2, 1, 4,
7345         3, 0, 4,
7346         1, 3, 4
7347 };
7348
7349 static const unsigned short nomodelelement3s[24] =
7350 {
7351         5, 2, 0,
7352         5, 1, 2,
7353         5, 0, 3,
7354         5, 3, 1,
7355         0, 2, 4,
7356         2, 1, 4,
7357         3, 0, 4,
7358         1, 3, 4
7359 };
7360
7361 static const float nomodelvertex3f[6*3] =
7362 {
7363         -16,   0,   0,
7364          16,   0,   0,
7365           0, -16,   0,
7366           0,  16,   0,
7367           0,   0, -16,
7368           0,   0,  16
7369 };
7370
7371 static const float nomodelcolor4f[6*4] =
7372 {
7373         0.0f, 0.0f, 0.5f, 1.0f,
7374         0.0f, 0.0f, 0.5f, 1.0f,
7375         0.0f, 0.5f, 0.0f, 1.0f,
7376         0.0f, 0.5f, 0.0f, 1.0f,
7377         0.5f, 0.0f, 0.0f, 1.0f,
7378         0.5f, 0.0f, 0.0f, 1.0f
7379 };
7380
7381 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7382 {
7383         int i;
7384         float f1, f2, *c;
7385         float color4f[6*4];
7386
7387         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);
7388
7389         // this is only called once per entity so numsurfaces is always 1, and
7390         // surfacelist is always {0}, so this code does not handle batches
7391
7392         if (rsurface.ent_flags & RENDER_ADDITIVE)
7393         {
7394                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7395                 GL_DepthMask(false);
7396         }
7397         else if (rsurface.colormod[3] < 1)
7398         {
7399                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7400                 GL_DepthMask(false);
7401         }
7402         else
7403         {
7404                 GL_BlendFunc(GL_ONE, GL_ZERO);
7405                 GL_DepthMask(true);
7406         }
7407         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7408         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7409         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7410         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7411         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7412         for (i = 0, c = color4f;i < 6;i++, c += 4)
7413         {
7414                 c[0] *= rsurface.colormod[0];
7415                 c[1] *= rsurface.colormod[1];
7416                 c[2] *= rsurface.colormod[2];
7417                 c[3] *= rsurface.colormod[3];
7418         }
7419         if (r_refdef.fogenabled)
7420         {
7421                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7422                 {
7423                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7424                         f2 = 1 - f1;
7425                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7426                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7427                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7428                 }
7429         }
7430 //      R_Mesh_ResetTextureState();
7431         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7432         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7433         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7434 }
7435
7436 void R_DrawNoModel(entity_render_t *ent)
7437 {
7438         vec3_t org;
7439         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7440         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7441                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7442         else
7443                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7444 }
7445
7446 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7447 {
7448         vec3_t right1, right2, diff, normal;
7449
7450         VectorSubtract (org2, org1, normal);
7451
7452         // calculate 'right' vector for start
7453         VectorSubtract (r_refdef.view.origin, org1, diff);
7454         CrossProduct (normal, diff, right1);
7455         VectorNormalize (right1);
7456
7457         // calculate 'right' vector for end
7458         VectorSubtract (r_refdef.view.origin, org2, diff);
7459         CrossProduct (normal, diff, right2);
7460         VectorNormalize (right2);
7461
7462         vert[ 0] = org1[0] + width * right1[0];
7463         vert[ 1] = org1[1] + width * right1[1];
7464         vert[ 2] = org1[2] + width * right1[2];
7465         vert[ 3] = org1[0] - width * right1[0];
7466         vert[ 4] = org1[1] - width * right1[1];
7467         vert[ 5] = org1[2] - width * right1[2];
7468         vert[ 6] = org2[0] - width * right2[0];
7469         vert[ 7] = org2[1] - width * right2[1];
7470         vert[ 8] = org2[2] - width * right2[2];
7471         vert[ 9] = org2[0] + width * right2[0];
7472         vert[10] = org2[1] + width * right2[1];
7473         vert[11] = org2[2] + width * right2[2];
7474 }
7475
7476 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)
7477 {
7478         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7479         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7480         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7481         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7482         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7483         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7484         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7485         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7486         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7487         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7488         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7489         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7490 }
7491
7492 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7493 {
7494         int i;
7495         float *vertex3f;
7496         float v[3];
7497         VectorSet(v, x, y, z);
7498         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7499                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7500                         break;
7501         if (i == mesh->numvertices)
7502         {
7503                 if (mesh->numvertices < mesh->maxvertices)
7504                 {
7505                         VectorCopy(v, vertex3f);
7506                         mesh->numvertices++;
7507                 }
7508                 return mesh->numvertices;
7509         }
7510         else
7511                 return i;
7512 }
7513
7514 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7515 {
7516         int i;
7517         int *e, element[3];
7518         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7519         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7520         e = mesh->element3i + mesh->numtriangles * 3;
7521         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7522         {
7523                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7524                 if (mesh->numtriangles < mesh->maxtriangles)
7525                 {
7526                         *e++ = element[0];
7527                         *e++ = element[1];
7528                         *e++ = element[2];
7529                         mesh->numtriangles++;
7530                 }
7531                 element[1] = element[2];
7532         }
7533 }
7534
7535 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7536 {
7537         int i;
7538         int *e, element[3];
7539         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7540         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7541         e = mesh->element3i + mesh->numtriangles * 3;
7542         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7543         {
7544                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7545                 if (mesh->numtriangles < mesh->maxtriangles)
7546                 {
7547                         *e++ = element[0];
7548                         *e++ = element[1];
7549                         *e++ = element[2];
7550                         mesh->numtriangles++;
7551                 }
7552                 element[1] = element[2];
7553         }
7554 }
7555
7556 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7557 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7558 {
7559         int planenum, planenum2;
7560         int w;
7561         int tempnumpoints;
7562         mplane_t *plane, *plane2;
7563         double maxdist;
7564         double temppoints[2][256*3];
7565         // figure out how large a bounding box we need to properly compute this brush
7566         maxdist = 0;
7567         for (w = 0;w < numplanes;w++)
7568                 maxdist = max(maxdist, fabs(planes[w].dist));
7569         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7570         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7571         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7572         {
7573                 w = 0;
7574                 tempnumpoints = 4;
7575                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7576                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7577                 {
7578                         if (planenum2 == planenum)
7579                                 continue;
7580                         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);
7581                         w = !w;
7582                 }
7583                 if (tempnumpoints < 3)
7584                         continue;
7585                 // generate elements forming a triangle fan for this polygon
7586                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7587         }
7588 }
7589
7590 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)
7591 {
7592         texturelayer_t *layer;
7593         layer = t->currentlayers + t->currentnumlayers++;
7594         layer->type = type;
7595         layer->depthmask = depthmask;
7596         layer->blendfunc1 = blendfunc1;
7597         layer->blendfunc2 = blendfunc2;
7598         layer->texture = texture;
7599         layer->texmatrix = *matrix;
7600         layer->color[0] = r;
7601         layer->color[1] = g;
7602         layer->color[2] = b;
7603         layer->color[3] = a;
7604 }
7605
7606 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7607 {
7608         if(parms[0] == 0 && parms[1] == 0)
7609                 return false;
7610         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7611                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7612                         return false;
7613         return true;
7614 }
7615
7616 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7617 {
7618         double index, f;
7619         index = parms[2] + rsurface.shadertime * parms[3];
7620         index -= floor(index);
7621         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7622         {
7623         default:
7624         case Q3WAVEFUNC_NONE:
7625         case Q3WAVEFUNC_NOISE:
7626         case Q3WAVEFUNC_COUNT:
7627                 f = 0;
7628                 break;
7629         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7630         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7631         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7632         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7633         case Q3WAVEFUNC_TRIANGLE:
7634                 index *= 4;
7635                 f = index - floor(index);
7636                 if (index < 1)
7637                 {
7638                         // f = f;
7639                 }
7640                 else if (index < 2)
7641                         f = 1 - f;
7642                 else if (index < 3)
7643                         f = -f;
7644                 else
7645                         f = -(1 - f);
7646                 break;
7647         }
7648         f = parms[0] + parms[1] * f;
7649         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7650                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7651         return (float) f;
7652 }
7653
7654 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7655 {
7656         int w, h, idx;
7657         double f;
7658         double offsetd[2];
7659         float tcmat[12];
7660         matrix4x4_t matrix, temp;
7661         switch(tcmod->tcmod)
7662         {
7663                 case Q3TCMOD_COUNT:
7664                 case Q3TCMOD_NONE:
7665                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7666                                 matrix = r_waterscrollmatrix;
7667                         else
7668                                 matrix = identitymatrix;
7669                         break;
7670                 case Q3TCMOD_ENTITYTRANSLATE:
7671                         // this is used in Q3 to allow the gamecode to control texcoord
7672                         // scrolling on the entity, which is not supported in darkplaces yet.
7673                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7674                         break;
7675                 case Q3TCMOD_ROTATE:
7676                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7677                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7678                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7679                         break;
7680                 case Q3TCMOD_SCALE:
7681                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7682                         break;
7683                 case Q3TCMOD_SCROLL:
7684                         // extra care is needed because of precision breakdown with large values of time
7685                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7686                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7687                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7688                         break;
7689                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7690                         w = (int) tcmod->parms[0];
7691                         h = (int) tcmod->parms[1];
7692                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7693                         f = f - floor(f);
7694                         idx = (int) floor(f * w * h);
7695                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7696                         break;
7697                 case Q3TCMOD_STRETCH:
7698                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7699                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7700                         break;
7701                 case Q3TCMOD_TRANSFORM:
7702                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7703                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7704                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7705                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7706                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7707                         break;
7708                 case Q3TCMOD_TURBULENT:
7709                         // this is handled in the RSurf_PrepareVertices function
7710                         matrix = identitymatrix;
7711                         break;
7712         }
7713         temp = *texmatrix;
7714         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7715 }
7716
7717 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7718 {
7719         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7720         char name[MAX_QPATH];
7721         skinframe_t *skinframe;
7722         unsigned char pixels[296*194];
7723         strlcpy(cache->name, skinname, sizeof(cache->name));
7724         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7725         if (developer_loading.integer)
7726                 Con_Printf("loading %s\n", name);
7727         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7728         if (!skinframe || !skinframe->base)
7729         {
7730                 unsigned char *f;
7731                 fs_offset_t filesize;
7732                 skinframe = NULL;
7733                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7734                 if (f)
7735                 {
7736                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7737                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7738                         Mem_Free(f);
7739                 }
7740         }
7741         cache->skinframe = skinframe;
7742 }
7743
7744 texture_t *R_GetCurrentTexture(texture_t *t)
7745 {
7746         int i;
7747         const entity_render_t *ent = rsurface.entity;
7748         dp_model_t *model = ent->model;
7749         q3shaderinfo_layer_tcmod_t *tcmod;
7750
7751         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7752                 return t->currentframe;
7753         t->update_lastrenderframe = r_textureframe;
7754         t->update_lastrenderentity = (void *)ent;
7755
7756         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7757                 t->camera_entity = ent->entitynumber;
7758         else
7759                 t->camera_entity = 0;
7760
7761         // switch to an alternate material if this is a q1bsp animated material
7762         {
7763                 texture_t *texture = t;
7764                 int s = rsurface.ent_skinnum;
7765                 if ((unsigned int)s >= (unsigned int)model->numskins)
7766                         s = 0;
7767                 if (model->skinscenes)
7768                 {
7769                         if (model->skinscenes[s].framecount > 1)
7770                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7771                         else
7772                                 s = model->skinscenes[s].firstframe;
7773                 }
7774                 if (s > 0)
7775                         t = t + s * model->num_surfaces;
7776                 if (t->animated)
7777                 {
7778                         // use an alternate animation if the entity's frame is not 0,
7779                         // and only if the texture has an alternate animation
7780                         if (rsurface.ent_alttextures && t->anim_total[1])
7781                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7782                         else
7783                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7784                 }
7785                 texture->currentframe = t;
7786         }
7787
7788         // update currentskinframe to be a qw skin or animation frame
7789         if (rsurface.ent_qwskin >= 0)
7790         {
7791                 i = rsurface.ent_qwskin;
7792                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7793                 {
7794                         r_qwskincache_size = cl.maxclients;
7795                         if (r_qwskincache)
7796                                 Mem_Free(r_qwskincache);
7797                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7798                 }
7799                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7800                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7801                 t->currentskinframe = r_qwskincache[i].skinframe;
7802                 if (t->currentskinframe == NULL)
7803                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7804         }
7805         else if (t->numskinframes >= 2)
7806                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7807         if (t->backgroundnumskinframes >= 2)
7808                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7809
7810         t->currentmaterialflags = t->basematerialflags;
7811         t->currentalpha = rsurface.colormod[3];
7812         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7813                 t->currentalpha *= r_wateralpha.value;
7814         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7815                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7816         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7817                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7818         if (!(rsurface.ent_flags & RENDER_LIGHT))
7819                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7820         else if (FAKELIGHT_ENABLED)
7821         {
7822                 // no modellight if using fakelight for the map
7823         }
7824         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7825         {
7826                 // pick a model lighting mode
7827                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7828                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7829                 else
7830                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7831         }
7832         if (rsurface.ent_flags & RENDER_ADDITIVE)
7833                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7834         else if (t->currentalpha < 1)
7835                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7836         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7837                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7838         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7839                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7840         if (t->backgroundnumskinframes)
7841                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7842         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7843         {
7844                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7845                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7846         }
7847         else
7848                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7849         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7850         {
7851                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7852                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7853         }
7854         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7855                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7856
7857         // there is no tcmod
7858         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7859         {
7860                 t->currenttexmatrix = r_waterscrollmatrix;
7861                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7862         }
7863         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7864         {
7865                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7866                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7867         }
7868
7869         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7870                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7871         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7872                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7873
7874         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7875         if (t->currentskinframe->qpixels)
7876                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7877         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7878         if (!t->basetexture)
7879                 t->basetexture = r_texture_notexture;
7880         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7881         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7882         t->nmaptexture = t->currentskinframe->nmap;
7883         if (!t->nmaptexture)
7884                 t->nmaptexture = r_texture_blanknormalmap;
7885         t->glosstexture = r_texture_black;
7886         t->glowtexture = t->currentskinframe->glow;
7887         t->fogtexture = t->currentskinframe->fog;
7888         t->reflectmasktexture = t->currentskinframe->reflect;
7889         if (t->backgroundnumskinframes)
7890         {
7891                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7892                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7893                 t->backgroundglosstexture = r_texture_black;
7894                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7895                 if (!t->backgroundnmaptexture)
7896                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7897         }
7898         else
7899         {
7900                 t->backgroundbasetexture = r_texture_white;
7901                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7902                 t->backgroundglosstexture = r_texture_black;
7903                 t->backgroundglowtexture = NULL;
7904         }
7905         t->specularpower = r_shadow_glossexponent.value;
7906         // TODO: store reference values for these in the texture?
7907         t->specularscale = 0;
7908         if (r_shadow_gloss.integer > 0)
7909         {
7910                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7911                 {
7912                         if (r_shadow_glossintensity.value > 0)
7913                         {
7914                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7915                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7916                                 t->specularscale = r_shadow_glossintensity.value;
7917                         }
7918                 }
7919                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7920                 {
7921                         t->glosstexture = r_texture_white;
7922                         t->backgroundglosstexture = r_texture_white;
7923                         t->specularscale = r_shadow_gloss2intensity.value;
7924                         t->specularpower = r_shadow_gloss2exponent.value;
7925                 }
7926         }
7927         t->specularscale *= t->specularscalemod;
7928         t->specularpower *= t->specularpowermod;
7929         t->rtlightambient = 0;
7930
7931         // lightmaps mode looks bad with dlights using actual texturing, so turn
7932         // off the colormap and glossmap, but leave the normalmap on as it still
7933         // accurately represents the shading involved
7934         if (gl_lightmaps.integer)
7935         {
7936                 t->basetexture = r_texture_grey128;
7937                 t->pantstexture = r_texture_black;
7938                 t->shirttexture = r_texture_black;
7939                 t->nmaptexture = r_texture_blanknormalmap;
7940                 t->glosstexture = r_texture_black;
7941                 t->glowtexture = NULL;
7942                 t->fogtexture = NULL;
7943                 t->reflectmasktexture = NULL;
7944                 t->backgroundbasetexture = NULL;
7945                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7946                 t->backgroundglosstexture = r_texture_black;
7947                 t->backgroundglowtexture = NULL;
7948                 t->specularscale = 0;
7949                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7950         }
7951
7952         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7953         VectorClear(t->dlightcolor);
7954         t->currentnumlayers = 0;
7955         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7956         {
7957                 int blendfunc1, blendfunc2;
7958                 qboolean depthmask;
7959                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7960                 {
7961                         blendfunc1 = GL_SRC_ALPHA;
7962                         blendfunc2 = GL_ONE;
7963                 }
7964                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7965                 {
7966                         blendfunc1 = GL_SRC_ALPHA;
7967                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7968                 }
7969                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7970                 {
7971                         blendfunc1 = t->customblendfunc[0];
7972                         blendfunc2 = t->customblendfunc[1];
7973                 }
7974                 else
7975                 {
7976                         blendfunc1 = GL_ONE;
7977                         blendfunc2 = GL_ZERO;
7978                 }
7979                 // don't colormod evilblend textures
7980                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7981                         VectorSet(t->lightmapcolor, 1, 1, 1);
7982                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7983                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7984                 {
7985                         // fullbright is not affected by r_refdef.lightmapintensity
7986                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7987                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7988                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7989                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7990                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7991                 }
7992                 else
7993                 {
7994                         vec3_t ambientcolor;
7995                         float colorscale;
7996                         // set the color tint used for lights affecting this surface
7997                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7998                         colorscale = 2;
7999                         // q3bsp has no lightmap updates, so the lightstylevalue that
8000                         // would normally be baked into the lightmap must be
8001                         // applied to the color
8002                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8003                         if (model->type == mod_brushq3)
8004                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8005                         colorscale *= r_refdef.lightmapintensity;
8006                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8007                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8008                         // basic lit geometry
8009                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8010                         // add pants/shirt if needed
8011                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8012                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
8013                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8014                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8015                         // now add ambient passes if needed
8016                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8017                         {
8018                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8019                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8020                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8021                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8022                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8023                         }
8024                 }
8025                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8026                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8027                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8028                 {
8029                         // if this is opaque use alpha blend which will darken the earlier
8030                         // passes cheaply.
8031                         //
8032                         // if this is an alpha blended material, all the earlier passes
8033                         // were darkened by fog already, so we only need to add the fog
8034                         // color ontop through the fog mask texture
8035                         //
8036                         // if this is an additive blended material, all the earlier passes
8037                         // were darkened by fog already, and we should not add fog color
8038                         // (because the background was not darkened, there is no fog color
8039                         // that was lost behind it).
8040                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8041                 }
8042         }
8043
8044         return t->currentframe;
8045 }
8046
8047 rsurfacestate_t rsurface;
8048
8049 void RSurf_ActiveWorldEntity(void)
8050 {
8051         dp_model_t *model = r_refdef.scene.worldmodel;
8052         //if (rsurface.entity == r_refdef.scene.worldentity)
8053         //      return;
8054         rsurface.entity = r_refdef.scene.worldentity;
8055         rsurface.skeleton = NULL;
8056         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8057         rsurface.ent_skinnum = 0;
8058         rsurface.ent_qwskin = -1;
8059         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8060         rsurface.shadertime = r_refdef.scene.time;
8061         rsurface.matrix = identitymatrix;
8062         rsurface.inversematrix = identitymatrix;
8063         rsurface.matrixscale = 1;
8064         rsurface.inversematrixscale = 1;
8065         R_EntityMatrix(&identitymatrix);
8066         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8067         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8068         rsurface.fograngerecip = r_refdef.fograngerecip;
8069         rsurface.fogheightfade = r_refdef.fogheightfade;
8070         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8071         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8072         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8073         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8074         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8075         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8076         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8077         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8078         rsurface.colormod[3] = 1;
8079         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8080         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8081         rsurface.frameblend[0].lerp = 1;
8082         rsurface.ent_alttextures = false;
8083         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8084         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8085         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8086         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8087         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8088         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8089         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8090         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8091         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8092         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8093         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8094         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8095         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8096         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8097         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8098         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8099         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8100         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8101         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8102         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8103         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8104         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8105         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8106         rsurface.modelelement3i = model->surfmesh.data_element3i;
8107         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8108         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8109         rsurface.modelelement3s = model->surfmesh.data_element3s;
8110         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8111         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8112         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8113         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8114         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8115         rsurface.modelsurfaces = model->data_surfaces;
8116         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8117         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8118         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8119         rsurface.modelgeneratedvertex = false;
8120         rsurface.batchgeneratedvertex = false;
8121         rsurface.batchfirstvertex = 0;
8122         rsurface.batchnumvertices = 0;
8123         rsurface.batchfirsttriangle = 0;
8124         rsurface.batchnumtriangles = 0;
8125         rsurface.batchvertex3f  = NULL;
8126         rsurface.batchvertex3f_vertexbuffer = NULL;
8127         rsurface.batchvertex3f_bufferoffset = 0;
8128         rsurface.batchsvector3f = NULL;
8129         rsurface.batchsvector3f_vertexbuffer = NULL;
8130         rsurface.batchsvector3f_bufferoffset = 0;
8131         rsurface.batchtvector3f = NULL;
8132         rsurface.batchtvector3f_vertexbuffer = NULL;
8133         rsurface.batchtvector3f_bufferoffset = 0;
8134         rsurface.batchnormal3f  = NULL;
8135         rsurface.batchnormal3f_vertexbuffer = NULL;
8136         rsurface.batchnormal3f_bufferoffset = 0;
8137         rsurface.batchlightmapcolor4f = NULL;
8138         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8139         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8140         rsurface.batchtexcoordtexture2f = NULL;
8141         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8142         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8143         rsurface.batchtexcoordlightmap2f = NULL;
8144         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8145         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8146         rsurface.batchvertexmesh = NULL;
8147         rsurface.batchvertexmeshbuffer = NULL;
8148         rsurface.batchvertex3fbuffer = NULL;
8149         rsurface.batchelement3i = NULL;
8150         rsurface.batchelement3i_indexbuffer = NULL;
8151         rsurface.batchelement3i_bufferoffset = 0;
8152         rsurface.batchelement3s = NULL;
8153         rsurface.batchelement3s_indexbuffer = NULL;
8154         rsurface.batchelement3s_bufferoffset = 0;
8155         rsurface.passcolor4f = NULL;
8156         rsurface.passcolor4f_vertexbuffer = NULL;
8157         rsurface.passcolor4f_bufferoffset = 0;
8158 }
8159
8160 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8161 {
8162         dp_model_t *model = ent->model;
8163         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8164         //      return;
8165         rsurface.entity = (entity_render_t *)ent;
8166         rsurface.skeleton = ent->skeleton;
8167         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8168         rsurface.ent_skinnum = ent->skinnum;
8169         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;
8170         rsurface.ent_flags = ent->flags;
8171         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8172         rsurface.matrix = ent->matrix;
8173         rsurface.inversematrix = ent->inversematrix;
8174         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8175         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8176         R_EntityMatrix(&rsurface.matrix);
8177         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8178         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8179         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8180         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8181         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8182         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8183         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8184         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8185         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8186         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8187         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8188         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8189         rsurface.colormod[3] = ent->alpha;
8190         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8191         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8192         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8193         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8194         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8195         if (ent->model->brush.submodel && !prepass)
8196         {
8197                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8198                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8199         }
8200         if (model->surfmesh.isanimated && model->AnimateVertices)
8201         {
8202                 if (ent->animcache_vertex3f)
8203                 {
8204                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8205                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8206                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8207                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8208                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8209                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8210                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8211                 }
8212                 else if (wanttangents)
8213                 {
8214                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8215                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8216                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8217                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8218                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8219                         rsurface.modelvertexmesh = NULL;
8220                         rsurface.modelvertexmeshbuffer = NULL;
8221                         rsurface.modelvertex3fbuffer = NULL;
8222                 }
8223                 else if (wantnormals)
8224                 {
8225                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8226                         rsurface.modelsvector3f = NULL;
8227                         rsurface.modeltvector3f = NULL;
8228                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8229                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8230                         rsurface.modelvertexmesh = NULL;
8231                         rsurface.modelvertexmeshbuffer = NULL;
8232                         rsurface.modelvertex3fbuffer = NULL;
8233                 }
8234                 else
8235                 {
8236                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8237                         rsurface.modelsvector3f = NULL;
8238                         rsurface.modeltvector3f = NULL;
8239                         rsurface.modelnormal3f = NULL;
8240                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8241                         rsurface.modelvertexmesh = NULL;
8242                         rsurface.modelvertexmeshbuffer = NULL;
8243                         rsurface.modelvertex3fbuffer = NULL;
8244                 }
8245                 rsurface.modelvertex3f_vertexbuffer = 0;
8246                 rsurface.modelvertex3f_bufferoffset = 0;
8247                 rsurface.modelsvector3f_vertexbuffer = 0;
8248                 rsurface.modelsvector3f_bufferoffset = 0;
8249                 rsurface.modeltvector3f_vertexbuffer = 0;
8250                 rsurface.modeltvector3f_bufferoffset = 0;
8251                 rsurface.modelnormal3f_vertexbuffer = 0;
8252                 rsurface.modelnormal3f_bufferoffset = 0;
8253                 rsurface.modelgeneratedvertex = true;
8254         }
8255         else
8256         {
8257                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8258                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8259                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8260                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8261                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8262                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8263                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8264                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8265                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8266                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8267                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8268                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8269                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8270                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8271                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8272                 rsurface.modelgeneratedvertex = false;
8273         }
8274         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8275         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8276         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8277         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8278         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8279         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8280         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8281         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8282         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8283         rsurface.modelelement3i = model->surfmesh.data_element3i;
8284         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8285         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8286         rsurface.modelelement3s = model->surfmesh.data_element3s;
8287         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8288         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8289         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8290         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8291         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8292         rsurface.modelsurfaces = model->data_surfaces;
8293         rsurface.batchgeneratedvertex = false;
8294         rsurface.batchfirstvertex = 0;
8295         rsurface.batchnumvertices = 0;
8296         rsurface.batchfirsttriangle = 0;
8297         rsurface.batchnumtriangles = 0;
8298         rsurface.batchvertex3f  = NULL;
8299         rsurface.batchvertex3f_vertexbuffer = NULL;
8300         rsurface.batchvertex3f_bufferoffset = 0;
8301         rsurface.batchsvector3f = NULL;
8302         rsurface.batchsvector3f_vertexbuffer = NULL;
8303         rsurface.batchsvector3f_bufferoffset = 0;
8304         rsurface.batchtvector3f = NULL;
8305         rsurface.batchtvector3f_vertexbuffer = NULL;
8306         rsurface.batchtvector3f_bufferoffset = 0;
8307         rsurface.batchnormal3f  = NULL;
8308         rsurface.batchnormal3f_vertexbuffer = NULL;
8309         rsurface.batchnormal3f_bufferoffset = 0;
8310         rsurface.batchlightmapcolor4f = NULL;
8311         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8312         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8313         rsurface.batchtexcoordtexture2f = NULL;
8314         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8315         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8316         rsurface.batchtexcoordlightmap2f = NULL;
8317         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8318         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8319         rsurface.batchvertexmesh = NULL;
8320         rsurface.batchvertexmeshbuffer = NULL;
8321         rsurface.batchvertex3fbuffer = NULL;
8322         rsurface.batchelement3i = NULL;
8323         rsurface.batchelement3i_indexbuffer = NULL;
8324         rsurface.batchelement3i_bufferoffset = 0;
8325         rsurface.batchelement3s = NULL;
8326         rsurface.batchelement3s_indexbuffer = NULL;
8327         rsurface.batchelement3s_bufferoffset = 0;
8328         rsurface.passcolor4f = NULL;
8329         rsurface.passcolor4f_vertexbuffer = NULL;
8330         rsurface.passcolor4f_bufferoffset = 0;
8331 }
8332
8333 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)
8334 {
8335         rsurface.entity = r_refdef.scene.worldentity;
8336         rsurface.skeleton = NULL;
8337         rsurface.ent_skinnum = 0;
8338         rsurface.ent_qwskin = -1;
8339         rsurface.ent_flags = entflags;
8340         rsurface.shadertime = r_refdef.scene.time - shadertime;
8341         rsurface.modelnumvertices = numvertices;
8342         rsurface.modelnumtriangles = numtriangles;
8343         rsurface.matrix = *matrix;
8344         rsurface.inversematrix = *inversematrix;
8345         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8346         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8347         R_EntityMatrix(&rsurface.matrix);
8348         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8349         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8350         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8351         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8352         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8353         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8354         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8355         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8356         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8357         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8358         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8359         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8360         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8361         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8362         rsurface.frameblend[0].lerp = 1;
8363         rsurface.ent_alttextures = false;
8364         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8365         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8366         if (wanttangents)
8367         {
8368                 rsurface.modelvertex3f = (float *)vertex3f;
8369                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8370                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8371                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8372         }
8373         else if (wantnormals)
8374         {
8375                 rsurface.modelvertex3f = (float *)vertex3f;
8376                 rsurface.modelsvector3f = NULL;
8377                 rsurface.modeltvector3f = NULL;
8378                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8379         }
8380         else
8381         {
8382                 rsurface.modelvertex3f = (float *)vertex3f;
8383                 rsurface.modelsvector3f = NULL;
8384                 rsurface.modeltvector3f = NULL;
8385                 rsurface.modelnormal3f = NULL;
8386         }
8387         rsurface.modelvertexmesh = NULL;
8388         rsurface.modelvertexmeshbuffer = NULL;
8389         rsurface.modelvertex3fbuffer = NULL;
8390         rsurface.modelvertex3f_vertexbuffer = 0;
8391         rsurface.modelvertex3f_bufferoffset = 0;
8392         rsurface.modelsvector3f_vertexbuffer = 0;
8393         rsurface.modelsvector3f_bufferoffset = 0;
8394         rsurface.modeltvector3f_vertexbuffer = 0;
8395         rsurface.modeltvector3f_bufferoffset = 0;
8396         rsurface.modelnormal3f_vertexbuffer = 0;
8397         rsurface.modelnormal3f_bufferoffset = 0;
8398         rsurface.modelgeneratedvertex = true;
8399         rsurface.modellightmapcolor4f  = (float *)color4f;
8400         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8401         rsurface.modellightmapcolor4f_bufferoffset = 0;
8402         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8403         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8404         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8405         rsurface.modeltexcoordlightmap2f  = NULL;
8406         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8407         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8408         rsurface.modelelement3i = (int *)element3i;
8409         rsurface.modelelement3i_indexbuffer = NULL;
8410         rsurface.modelelement3i_bufferoffset = 0;
8411         rsurface.modelelement3s = (unsigned short *)element3s;
8412         rsurface.modelelement3s_indexbuffer = NULL;
8413         rsurface.modelelement3s_bufferoffset = 0;
8414         rsurface.modellightmapoffsets = NULL;
8415         rsurface.modelsurfaces = NULL;
8416         rsurface.batchgeneratedvertex = false;
8417         rsurface.batchfirstvertex = 0;
8418         rsurface.batchnumvertices = 0;
8419         rsurface.batchfirsttriangle = 0;
8420         rsurface.batchnumtriangles = 0;
8421         rsurface.batchvertex3f  = NULL;
8422         rsurface.batchvertex3f_vertexbuffer = NULL;
8423         rsurface.batchvertex3f_bufferoffset = 0;
8424         rsurface.batchsvector3f = NULL;
8425         rsurface.batchsvector3f_vertexbuffer = NULL;
8426         rsurface.batchsvector3f_bufferoffset = 0;
8427         rsurface.batchtvector3f = NULL;
8428         rsurface.batchtvector3f_vertexbuffer = NULL;
8429         rsurface.batchtvector3f_bufferoffset = 0;
8430         rsurface.batchnormal3f  = NULL;
8431         rsurface.batchnormal3f_vertexbuffer = NULL;
8432         rsurface.batchnormal3f_bufferoffset = 0;
8433         rsurface.batchlightmapcolor4f = NULL;
8434         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8435         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8436         rsurface.batchtexcoordtexture2f = NULL;
8437         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8438         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8439         rsurface.batchtexcoordlightmap2f = NULL;
8440         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8441         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8442         rsurface.batchvertexmesh = NULL;
8443         rsurface.batchvertexmeshbuffer = NULL;
8444         rsurface.batchvertex3fbuffer = NULL;
8445         rsurface.batchelement3i = NULL;
8446         rsurface.batchelement3i_indexbuffer = NULL;
8447         rsurface.batchelement3i_bufferoffset = 0;
8448         rsurface.batchelement3s = NULL;
8449         rsurface.batchelement3s_indexbuffer = NULL;
8450         rsurface.batchelement3s_bufferoffset = 0;
8451         rsurface.passcolor4f = NULL;
8452         rsurface.passcolor4f_vertexbuffer = NULL;
8453         rsurface.passcolor4f_bufferoffset = 0;
8454
8455         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8456         {
8457                 if ((wantnormals || wanttangents) && !normal3f)
8458                 {
8459                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8460                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8461                 }
8462                 if (wanttangents && !svector3f)
8463                 {
8464                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8465                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8466                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8467                 }
8468         }
8469 }
8470
8471 float RSurf_FogPoint(const float *v)
8472 {
8473         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8474         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8475         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8476         float FogHeightFade = r_refdef.fogheightfade;
8477         float fogfrac;
8478         unsigned int fogmasktableindex;
8479         if (r_refdef.fogplaneviewabove)
8480                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8481         else
8482                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8483         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8484         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8485 }
8486
8487 float RSurf_FogVertex(const float *v)
8488 {
8489         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8490         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8491         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8492         float FogHeightFade = rsurface.fogheightfade;
8493         float fogfrac;
8494         unsigned int fogmasktableindex;
8495         if (r_refdef.fogplaneviewabove)
8496                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8497         else
8498                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8499         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8500         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8501 }
8502
8503 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8504 {
8505         int i;
8506         for (i = 0;i < numelements;i++)
8507                 outelement3i[i] = inelement3i[i] + adjust;
8508 }
8509
8510 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8511 extern cvar_t gl_vbo;
8512 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8513 {
8514         int deformindex;
8515         int firsttriangle;
8516         int numtriangles;
8517         int firstvertex;
8518         int endvertex;
8519         int numvertices;
8520         int surfacefirsttriangle;
8521         int surfacenumtriangles;
8522         int surfacefirstvertex;
8523         int surfaceendvertex;
8524         int surfacenumvertices;
8525         int batchnumvertices;
8526         int batchnumtriangles;
8527         int needsupdate;
8528         int i, j;
8529         qboolean gaps;
8530         qboolean dynamicvertex;
8531         float amplitude;
8532         float animpos;
8533         float scale;
8534         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8535         float waveparms[4];
8536         q3shaderinfo_deform_t *deform;
8537         const msurface_t *surface, *firstsurface;
8538         r_vertexmesh_t *vertexmesh;
8539         if (!texturenumsurfaces)
8540                 return;
8541         // find vertex range of this surface batch
8542         gaps = false;
8543         firstsurface = texturesurfacelist[0];
8544         firsttriangle = firstsurface->num_firsttriangle;
8545         batchnumvertices = 0;
8546         batchnumtriangles = 0;
8547         firstvertex = endvertex = firstsurface->num_firstvertex;
8548         for (i = 0;i < texturenumsurfaces;i++)
8549         {
8550                 surface = texturesurfacelist[i];
8551                 if (surface != firstsurface + i)
8552                         gaps = true;
8553                 surfacefirstvertex = surface->num_firstvertex;
8554                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8555                 surfacenumvertices = surface->num_vertices;
8556                 surfacenumtriangles = surface->num_triangles;
8557                 if (firstvertex > surfacefirstvertex)
8558                         firstvertex = surfacefirstvertex;
8559                 if (endvertex < surfaceendvertex)
8560                         endvertex = surfaceendvertex;
8561                 batchnumvertices += surfacenumvertices;
8562                 batchnumtriangles += surfacenumtriangles;
8563         }
8564
8565         // we now know the vertex range used, and if there are any gaps in it
8566         rsurface.batchfirstvertex = firstvertex;
8567         rsurface.batchnumvertices = endvertex - firstvertex;
8568         rsurface.batchfirsttriangle = firsttriangle;
8569         rsurface.batchnumtriangles = batchnumtriangles;
8570
8571         // this variable holds flags for which properties have been updated that
8572         // may require regenerating vertexmesh array...
8573         needsupdate = 0;
8574
8575         // check if any dynamic vertex processing must occur
8576         dynamicvertex = false;
8577
8578         // if there is a chance of animated vertex colors, it's a dynamic batch
8579         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8580         {
8581                 dynamicvertex = true;
8582                 batchneed |= BATCHNEED_NOGAPS;
8583                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8584         }
8585
8586         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8587         {
8588                 switch (deform->deform)
8589                 {
8590                 default:
8591                 case Q3DEFORM_PROJECTIONSHADOW:
8592                 case Q3DEFORM_TEXT0:
8593                 case Q3DEFORM_TEXT1:
8594                 case Q3DEFORM_TEXT2:
8595                 case Q3DEFORM_TEXT3:
8596                 case Q3DEFORM_TEXT4:
8597                 case Q3DEFORM_TEXT5:
8598                 case Q3DEFORM_TEXT6:
8599                 case Q3DEFORM_TEXT7:
8600                 case Q3DEFORM_NONE:
8601                         break;
8602                 case Q3DEFORM_AUTOSPRITE:
8603                         dynamicvertex = true;
8604                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8605                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8606                         break;
8607                 case Q3DEFORM_AUTOSPRITE2:
8608                         dynamicvertex = true;
8609                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8610                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8611                         break;
8612                 case Q3DEFORM_NORMAL:
8613                         dynamicvertex = true;
8614                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8615                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8616                         break;
8617                 case Q3DEFORM_WAVE:
8618                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8619                                 break; // if wavefunc is a nop, ignore this transform
8620                         dynamicvertex = true;
8621                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8622                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8623                         break;
8624                 case Q3DEFORM_BULGE:
8625                         dynamicvertex = true;
8626                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8627                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8628                         break;
8629                 case Q3DEFORM_MOVE:
8630                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8631                                 break; // if wavefunc is a nop, ignore this transform
8632                         dynamicvertex = true;
8633                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8634                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8635                         break;
8636                 }
8637         }
8638         switch(rsurface.texture->tcgen.tcgen)
8639         {
8640         default:
8641         case Q3TCGEN_TEXTURE:
8642                 break;
8643         case Q3TCGEN_LIGHTMAP:
8644                 dynamicvertex = true;
8645                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8646                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8647                 break;
8648         case Q3TCGEN_VECTOR:
8649                 dynamicvertex = true;
8650                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8651                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8652                 break;
8653         case Q3TCGEN_ENVIRONMENT:
8654                 dynamicvertex = true;
8655                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8656                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8657                 break;
8658         }
8659         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8660         {
8661                 dynamicvertex = true;
8662                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8663                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8664         }
8665
8666         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8667         {
8668                 dynamicvertex = true;
8669                 batchneed |= BATCHNEED_NOGAPS;
8670                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8671         }
8672
8673         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8674         {
8675                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8676                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8677                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8678                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8679                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8680                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8681                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8682         }
8683
8684         // when the model data has no vertex buffer (dynamic mesh), we need to
8685         // eliminate gaps
8686         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8687                 batchneed |= BATCHNEED_NOGAPS;
8688
8689         // if needsupdate, we have to do a dynamic vertex batch for sure
8690         if (needsupdate & batchneed)
8691                 dynamicvertex = true;
8692
8693         // see if we need to build vertexmesh from arrays
8694         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8695                 dynamicvertex = true;
8696
8697         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8698         // also some drivers strongly dislike firstvertex
8699         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8700                 dynamicvertex = true;
8701
8702         rsurface.batchvertex3f = rsurface.modelvertex3f;
8703         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8704         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8705         rsurface.batchsvector3f = rsurface.modelsvector3f;
8706         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8707         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8708         rsurface.batchtvector3f = rsurface.modeltvector3f;
8709         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8710         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8711         rsurface.batchnormal3f = rsurface.modelnormal3f;
8712         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8713         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8714         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8715         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8716         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8717         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8718         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8719         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8720         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8721         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8722         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8723         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8724         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8725         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8726         rsurface.batchelement3i = rsurface.modelelement3i;
8727         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8728         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8729         rsurface.batchelement3s = rsurface.modelelement3s;
8730         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8731         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8732
8733         // if any dynamic vertex processing has to occur in software, we copy the
8734         // entire surface list together before processing to rebase the vertices
8735         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8736         //
8737         // if any gaps exist and we do not have a static vertex buffer, we have to
8738         // copy the surface list together to avoid wasting upload bandwidth on the
8739         // vertices in the gaps.
8740         //
8741         // if gaps exist and we have a static vertex buffer, we still have to
8742         // combine the index buffer ranges into one dynamic index buffer.
8743         //
8744         // in all cases we end up with data that can be drawn in one call.
8745
8746         if (!dynamicvertex)
8747         {
8748                 // static vertex data, just set pointers...
8749                 rsurface.batchgeneratedvertex = false;
8750                 // if there are gaps, we want to build a combined index buffer,
8751                 // otherwise use the original static buffer with an appropriate offset
8752                 if (gaps)
8753                 {
8754                         // build a new triangle elements array for this batch
8755                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8756                         rsurface.batchfirsttriangle = 0;
8757                         numtriangles = 0;
8758                         for (i = 0;i < texturenumsurfaces;i++)
8759                         {
8760                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8761                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8762                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8763                                 numtriangles += surfacenumtriangles;
8764                         }
8765                         rsurface.batchelement3i_indexbuffer = NULL;
8766                         rsurface.batchelement3i_bufferoffset = 0;
8767                         rsurface.batchelement3s = NULL;
8768                         rsurface.batchelement3s_indexbuffer = NULL;
8769                         rsurface.batchelement3s_bufferoffset = 0;
8770                         if (endvertex <= 65536)
8771                         {
8772                                 // make a 16bit (unsigned short) index array if possible
8773                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8774                                 for (i = 0;i < numtriangles*3;i++)
8775                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8776                         }
8777                 }
8778                 return;
8779         }
8780
8781         // something needs software processing, do it for real...
8782         // we only directly handle separate array data in this case and then
8783         // generate interleaved data if needed...
8784         rsurface.batchgeneratedvertex = true;
8785
8786         // now copy the vertex data into a combined array and make an index array
8787         // (this is what Quake3 does all the time)
8788         //if (gaps || rsurface.batchfirstvertex)
8789         {
8790                 rsurface.batchvertex3fbuffer = NULL;
8791                 rsurface.batchvertexmesh = NULL;
8792                 rsurface.batchvertexmeshbuffer = NULL;
8793                 rsurface.batchvertex3f = NULL;
8794                 rsurface.batchvertex3f_vertexbuffer = NULL;
8795                 rsurface.batchvertex3f_bufferoffset = 0;
8796                 rsurface.batchsvector3f = NULL;
8797                 rsurface.batchsvector3f_vertexbuffer = NULL;
8798                 rsurface.batchsvector3f_bufferoffset = 0;
8799                 rsurface.batchtvector3f = NULL;
8800                 rsurface.batchtvector3f_vertexbuffer = NULL;
8801                 rsurface.batchtvector3f_bufferoffset = 0;
8802                 rsurface.batchnormal3f = NULL;
8803                 rsurface.batchnormal3f_vertexbuffer = NULL;
8804                 rsurface.batchnormal3f_bufferoffset = 0;
8805                 rsurface.batchlightmapcolor4f = NULL;
8806                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8807                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8808                 rsurface.batchtexcoordtexture2f = NULL;
8809                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8810                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8811                 rsurface.batchtexcoordlightmap2f = NULL;
8812                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8813                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8814                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8815                 rsurface.batchelement3i_indexbuffer = NULL;
8816                 rsurface.batchelement3i_bufferoffset = 0;
8817                 rsurface.batchelement3s = NULL;
8818                 rsurface.batchelement3s_indexbuffer = NULL;
8819                 rsurface.batchelement3s_bufferoffset = 0;
8820                 // we'll only be setting up certain arrays as needed
8821                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8822                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8823                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8824                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8825                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8826                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8827                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8828                 {
8829                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8830                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8831                 }
8832                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8833                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8834                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8835                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8836                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8837                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8838                 numvertices = 0;
8839                 numtriangles = 0;
8840                 for (i = 0;i < texturenumsurfaces;i++)
8841                 {
8842                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8843                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8844                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8845                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8846                         // copy only the data requested
8847                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8848                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8849                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8850                         {
8851                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8852                                 {
8853                                         if (rsurface.batchvertex3f)
8854                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8855                                         else
8856                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8857                                 }
8858                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8859                                 {
8860                                         if (rsurface.modelnormal3f)
8861                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8862                                         else
8863                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8864                                 }
8865                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8866                                 {
8867                                         if (rsurface.modelsvector3f)
8868                                         {
8869                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8870                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8871                                         }
8872                                         else
8873                                         {
8874                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8875                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8876                                         }
8877                                 }
8878                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8879                                 {
8880                                         if (rsurface.modellightmapcolor4f)
8881                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8882                                         else
8883                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8884                                 }
8885                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8886                                 {
8887                                         if (rsurface.modeltexcoordtexture2f)
8888                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8889                                         else
8890                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8891                                 }
8892                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8893                                 {
8894                                         if (rsurface.modeltexcoordlightmap2f)
8895                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8896                                         else
8897                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8898                                 }
8899                         }
8900                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8901                         numvertices += surfacenumvertices;
8902                         numtriangles += surfacenumtriangles;
8903                 }
8904
8905                 // generate a 16bit index array as well if possible
8906                 // (in general, dynamic batches fit)
8907                 if (numvertices <= 65536)
8908                 {
8909                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8910                         for (i = 0;i < numtriangles*3;i++)
8911                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8912                 }
8913
8914                 // since we've copied everything, the batch now starts at 0
8915                 rsurface.batchfirstvertex = 0;
8916                 rsurface.batchnumvertices = batchnumvertices;
8917                 rsurface.batchfirsttriangle = 0;
8918                 rsurface.batchnumtriangles = batchnumtriangles;
8919         }
8920
8921         // q1bsp surfaces rendered in vertex color mode have to have colors
8922         // calculated based on lightstyles
8923         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8924         {
8925                 // generate color arrays for the surfaces in this list
8926                 int c[4];
8927                 int scale;
8928                 int size3;
8929                 const int *offsets;
8930                 const unsigned char *lm;
8931                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8932                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8933                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8934                 numvertices = 0;
8935                 for (i = 0;i < texturenumsurfaces;i++)
8936                 {
8937                         surface = texturesurfacelist[i];
8938                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8939                         surfacenumvertices = surface->num_vertices;
8940                         if (surface->lightmapinfo->samples)
8941                         {
8942                                 for (j = 0;j < surfacenumvertices;j++)
8943                                 {
8944                                         lm = surface->lightmapinfo->samples + offsets[j];
8945                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8946                                         VectorScale(lm, scale, c);
8947                                         if (surface->lightmapinfo->styles[1] != 255)
8948                                         {
8949                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8950                                                 lm += size3;
8951                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8952                                                 VectorMA(c, scale, lm, c);
8953                                                 if (surface->lightmapinfo->styles[2] != 255)
8954                                                 {
8955                                                         lm += size3;
8956                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8957                                                         VectorMA(c, scale, lm, c);
8958                                                         if (surface->lightmapinfo->styles[3] != 255)
8959                                                         {
8960                                                                 lm += size3;
8961                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8962                                                                 VectorMA(c, scale, lm, c);
8963                                                         }
8964                                                 }
8965                                         }
8966                                         c[0] >>= 7;
8967                                         c[1] >>= 7;
8968                                         c[2] >>= 7;
8969                                         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);
8970                                         numvertices++;
8971                                 }
8972                         }
8973                         else
8974                         {
8975                                 for (j = 0;j < surfacenumvertices;j++)
8976                                 {
8977                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8978                                         numvertices++;
8979                                 }
8980                         }
8981                 }
8982         }
8983
8984         // if vertices are deformed (sprite flares and things in maps, possibly
8985         // water waves, bulges and other deformations), modify the copied vertices
8986         // in place
8987         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8988         {
8989                 switch (deform->deform)
8990                 {
8991                 default:
8992                 case Q3DEFORM_PROJECTIONSHADOW:
8993                 case Q3DEFORM_TEXT0:
8994                 case Q3DEFORM_TEXT1:
8995                 case Q3DEFORM_TEXT2:
8996                 case Q3DEFORM_TEXT3:
8997                 case Q3DEFORM_TEXT4:
8998                 case Q3DEFORM_TEXT5:
8999                 case Q3DEFORM_TEXT6:
9000                 case Q3DEFORM_TEXT7:
9001                 case Q3DEFORM_NONE:
9002                         break;
9003                 case Q3DEFORM_AUTOSPRITE:
9004                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9005                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9006                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9007                         VectorNormalize(newforward);
9008                         VectorNormalize(newright);
9009                         VectorNormalize(newup);
9010 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9011 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9012 //                      rsurface.batchvertex3f_bufferoffset = 0;
9013 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9014 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9015 //                      rsurface.batchsvector3f_bufferoffset = 0;
9016 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9017 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9018 //                      rsurface.batchtvector3f_bufferoffset = 0;
9019 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9020 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9021 //                      rsurface.batchnormal3f_bufferoffset = 0;
9022                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9023                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9024                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9025                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9026                                 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);
9027                         // a single autosprite surface can contain multiple sprites...
9028                         for (j = 0;j < batchnumvertices - 3;j += 4)
9029                         {
9030                                 VectorClear(center);
9031                                 for (i = 0;i < 4;i++)
9032                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9033                                 VectorScale(center, 0.25f, center);
9034                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9035                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9036                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9037                                 for (i = 0;i < 4;i++)
9038                                 {
9039                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9040                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9041                                 }
9042                         }
9043                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9044                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9045                         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);
9046                         break;
9047                 case Q3DEFORM_AUTOSPRITE2:
9048                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9049                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9050                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9051                         VectorNormalize(newforward);
9052                         VectorNormalize(newright);
9053                         VectorNormalize(newup);
9054 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9055 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9056 //                      rsurface.batchvertex3f_bufferoffset = 0;
9057                         {
9058                                 const float *v1, *v2;
9059                                 vec3_t start, end;
9060                                 float f, l;
9061                                 struct
9062                                 {
9063                                         float length2;
9064                                         const float *v1;
9065                                         const float *v2;
9066                                 }
9067                                 shortest[2];
9068                                 memset(shortest, 0, sizeof(shortest));
9069                                 // a single autosprite surface can contain multiple sprites...
9070                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9071                                 {
9072                                         VectorClear(center);
9073                                         for (i = 0;i < 4;i++)
9074                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9075                                         VectorScale(center, 0.25f, center);
9076                                         // find the two shortest edges, then use them to define the
9077                                         // axis vectors for rotating around the central axis
9078                                         for (i = 0;i < 6;i++)
9079                                         {
9080                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9081                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9082                                                 l = VectorDistance2(v1, v2);
9083                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9084                                                 if (v1[2] != v2[2])
9085                                                         l += (1.0f / 1024.0f);
9086                                                 if (shortest[0].length2 > l || i == 0)
9087                                                 {
9088                                                         shortest[1] = shortest[0];
9089                                                         shortest[0].length2 = l;
9090                                                         shortest[0].v1 = v1;
9091                                                         shortest[0].v2 = v2;
9092                                                 }
9093                                                 else if (shortest[1].length2 > l || i == 1)
9094                                                 {
9095                                                         shortest[1].length2 = l;
9096                                                         shortest[1].v1 = v1;
9097                                                         shortest[1].v2 = v2;
9098                                                 }
9099                                         }
9100                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9101                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9102                                         // this calculates the right vector from the shortest edge
9103                                         // and the up vector from the edge midpoints
9104                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9105                                         VectorNormalize(right);
9106                                         VectorSubtract(end, start, up);
9107                                         VectorNormalize(up);
9108                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9109                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9110                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9111                                         VectorNegate(forward, forward);
9112                                         VectorReflect(forward, 0, up, forward);
9113                                         VectorNormalize(forward);
9114                                         CrossProduct(up, forward, newright);
9115                                         VectorNormalize(newright);
9116                                         // rotate the quad around the up axis vector, this is made
9117                                         // especially easy by the fact we know the quad is flat,
9118                                         // so we only have to subtract the center position and
9119                                         // measure distance along the right vector, and then
9120                                         // multiply that by the newright vector and add back the
9121                                         // center position
9122                                         // we also need to subtract the old position to undo the
9123                                         // displacement from the center, which we do with a
9124                                         // DotProduct, the subtraction/addition of center is also
9125                                         // optimized into DotProducts here
9126                                         l = DotProduct(right, center);
9127                                         for (i = 0;i < 4;i++)
9128                                         {
9129                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9130                                                 f = DotProduct(right, v1) - l;
9131                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9132                                         }
9133                                 }
9134                         }
9135                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9136                         {
9137 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9138 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9139 //                              rsurface.batchnormal3f_bufferoffset = 0;
9140                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9141                         }
9142                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9143                         {
9144 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9145 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9146 //                              rsurface.batchsvector3f_bufferoffset = 0;
9147 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9148 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9149 //                              rsurface.batchtvector3f_bufferoffset = 0;
9150                                 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);
9151                         }
9152                         break;
9153                 case Q3DEFORM_NORMAL:
9154                         // deform the normals to make reflections wavey
9155                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9156                         rsurface.batchnormal3f_vertexbuffer = NULL;
9157                         rsurface.batchnormal3f_bufferoffset = 0;
9158                         for (j = 0;j < batchnumvertices;j++)
9159                         {
9160                                 float vertex[3];
9161                                 float *normal = rsurface.batchnormal3f + 3*j;
9162                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9163                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9164                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9165                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9166                                 VectorNormalize(normal);
9167                         }
9168                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9169                         {
9170 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9171 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9172 //                              rsurface.batchsvector3f_bufferoffset = 0;
9173 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9174 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9175 //                              rsurface.batchtvector3f_bufferoffset = 0;
9176                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9177                         }
9178                         break;
9179                 case Q3DEFORM_WAVE:
9180                         // deform vertex array to make wavey water and flags and such
9181                         waveparms[0] = deform->waveparms[0];
9182                         waveparms[1] = deform->waveparms[1];
9183                         waveparms[2] = deform->waveparms[2];
9184                         waveparms[3] = deform->waveparms[3];
9185                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9186                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9187                         // this is how a divisor of vertex influence on deformation
9188                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9189                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9190 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9191 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9192 //                      rsurface.batchvertex3f_bufferoffset = 0;
9193 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9194 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9195 //                      rsurface.batchnormal3f_bufferoffset = 0;
9196                         for (j = 0;j < batchnumvertices;j++)
9197                         {
9198                                 // if the wavefunc depends on time, evaluate it per-vertex
9199                                 if (waveparms[3])
9200                                 {
9201                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9202                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9203                                 }
9204                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9205                         }
9206                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9207                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9208                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9209                         {
9210 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9211 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9212 //                              rsurface.batchsvector3f_bufferoffset = 0;
9213 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9214 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9215 //                              rsurface.batchtvector3f_bufferoffset = 0;
9216                                 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);
9217                         }
9218                         break;
9219                 case Q3DEFORM_BULGE:
9220                         // deform vertex array to make the surface have moving bulges
9221 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9222 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9223 //                      rsurface.batchvertex3f_bufferoffset = 0;
9224 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9225 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9226 //                      rsurface.batchnormal3f_bufferoffset = 0;
9227                         for (j = 0;j < batchnumvertices;j++)
9228                         {
9229                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9230                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9231                         }
9232                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9233                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9234                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9235                         {
9236 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9237 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9238 //                              rsurface.batchsvector3f_bufferoffset = 0;
9239 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9240 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9241 //                              rsurface.batchtvector3f_bufferoffset = 0;
9242                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9243                         }
9244                         break;
9245                 case Q3DEFORM_MOVE:
9246                         // deform vertex array
9247                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9248                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9249                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9250                         VectorScale(deform->parms, scale, waveparms);
9251 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9252 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9253 //                      rsurface.batchvertex3f_bufferoffset = 0;
9254                         for (j = 0;j < batchnumvertices;j++)
9255                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9256                         break;
9257                 }
9258         }
9259
9260         // generate texcoords based on the chosen texcoord source
9261         switch(rsurface.texture->tcgen.tcgen)
9262         {
9263         default:
9264         case Q3TCGEN_TEXTURE:
9265                 break;
9266         case Q3TCGEN_LIGHTMAP:
9267 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9268 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9269 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9270                 if (rsurface.batchtexcoordlightmap2f)
9271                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9272                 break;
9273         case Q3TCGEN_VECTOR:
9274 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9275 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9276 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9277                 for (j = 0;j < batchnumvertices;j++)
9278                 {
9279                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9280                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9281                 }
9282                 break;
9283         case Q3TCGEN_ENVIRONMENT:
9284                 // make environment reflections using a spheremap
9285                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9286                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9287                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9288                 for (j = 0;j < batchnumvertices;j++)
9289                 {
9290                         // identical to Q3A's method, but executed in worldspace so
9291                         // carried models can be shiny too
9292
9293                         float viewer[3], d, reflected[3], worldreflected[3];
9294
9295                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9296                         // VectorNormalize(viewer);
9297
9298                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9299
9300                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9301                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9302                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9303                         // note: this is proportinal to viewer, so we can normalize later
9304
9305                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9306                         VectorNormalize(worldreflected);
9307
9308                         // note: this sphere map only uses world x and z!
9309                         // so positive and negative y will LOOK THE SAME.
9310                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9311                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9312                 }
9313                 break;
9314         }
9315         // the only tcmod that needs software vertex processing is turbulent, so
9316         // check for it here and apply the changes if needed
9317         // and we only support that as the first one
9318         // (handling a mixture of turbulent and other tcmods would be problematic
9319         //  without punting it entirely to a software path)
9320         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9321         {
9322                 amplitude = rsurface.texture->tcmods[0].parms[1];
9323                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9324 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9325 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9326 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9327                 for (j = 0;j < batchnumvertices;j++)
9328                 {
9329                         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);
9330                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9331                 }
9332         }
9333
9334         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9335         {
9336                 // convert the modified arrays to vertex structs
9337 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9338 //              rsurface.batchvertexmeshbuffer = NULL;
9339                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9340                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9341                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9342                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9343                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9344                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9345                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9346                 {
9347                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9348                         {
9349                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9350                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9351                         }
9352                 }
9353                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9354                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9355                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9356                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9357                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9358                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9359                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9360                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9361                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9362         }
9363 }
9364
9365 void RSurf_DrawBatch(void)
9366 {
9367         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9368         // through the pipeline, killing it earlier in the pipeline would have
9369         // per-surface overhead rather than per-batch overhead, so it's best to
9370         // reject it here, before it hits glDraw.
9371         if (rsurface.batchnumtriangles == 0)
9372                 return;
9373 #if 0
9374         // batch debugging code
9375         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9376         {
9377                 int i;
9378                 int j;
9379                 int c;
9380                 const int *e;
9381                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9382                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9383                 {
9384                         c = e[i];
9385                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9386                         {
9387                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9388                                 {
9389                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9390                                                 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);
9391                                         break;
9392                                 }
9393                         }
9394                 }
9395         }
9396 #endif
9397         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);
9398 }
9399
9400 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9401 {
9402         // pick the closest matching water plane
9403         int planeindex, vertexindex, bestplaneindex = -1;
9404         float d, bestd;
9405         vec3_t vert;
9406         const float *v;
9407         r_waterstate_waterplane_t *p;
9408         qboolean prepared = false;
9409         bestd = 0;
9410         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9411         {
9412                 if(p->camera_entity != rsurface.texture->camera_entity)
9413                         continue;
9414                 d = 0;
9415                 if(!prepared)
9416                 {
9417                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9418                         prepared = true;
9419                         if(rsurface.batchnumvertices == 0)
9420                                 break;
9421                 }
9422                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9423                 {
9424                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9425                         d += fabs(PlaneDiff(vert, &p->plane));
9426                 }
9427                 if (bestd > d || bestplaneindex < 0)
9428                 {
9429                         bestd = d;
9430                         bestplaneindex = planeindex;
9431                 }
9432         }
9433         return bestplaneindex;
9434         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9435         // this situation though, as it might be better to render single larger
9436         // batches with useless stuff (backface culled for example) than to
9437         // render multiple smaller batches
9438 }
9439
9440 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9441 {
9442         int i;
9443         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9444         rsurface.passcolor4f_vertexbuffer = 0;
9445         rsurface.passcolor4f_bufferoffset = 0;
9446         for (i = 0;i < rsurface.batchnumvertices;i++)
9447                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9448 }
9449
9450 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9451 {
9452         int i;
9453         float f;
9454         const float *v;
9455         const float *c;
9456         float *c2;
9457         if (rsurface.passcolor4f)
9458         {
9459                 // generate color arrays
9460                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9461                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9462                 rsurface.passcolor4f_vertexbuffer = 0;
9463                 rsurface.passcolor4f_bufferoffset = 0;
9464                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9465                 {
9466                         f = RSurf_FogVertex(v);
9467                         c2[0] = c[0] * f;
9468                         c2[1] = c[1] * f;
9469                         c2[2] = c[2] * f;
9470                         c2[3] = c[3];
9471                 }
9472         }
9473         else
9474         {
9475                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9476                 rsurface.passcolor4f_vertexbuffer = 0;
9477                 rsurface.passcolor4f_bufferoffset = 0;
9478                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9479                 {
9480                         f = RSurf_FogVertex(v);
9481                         c2[0] = f;
9482                         c2[1] = f;
9483                         c2[2] = f;
9484                         c2[3] = 1;
9485                 }
9486         }
9487 }
9488
9489 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9490 {
9491         int i;
9492         float f;
9493         const float *v;
9494         const float *c;
9495         float *c2;
9496         if (!rsurface.passcolor4f)
9497                 return;
9498         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9499         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9500         rsurface.passcolor4f_vertexbuffer = 0;
9501         rsurface.passcolor4f_bufferoffset = 0;
9502         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9503         {
9504                 f = RSurf_FogVertex(v);
9505                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9506                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9507                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9508                 c2[3] = c[3];
9509         }
9510 }
9511
9512 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9513 {
9514         int i;
9515         const float *c;
9516         float *c2;
9517         if (!rsurface.passcolor4f)
9518                 return;
9519         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9520         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9521         rsurface.passcolor4f_vertexbuffer = 0;
9522         rsurface.passcolor4f_bufferoffset = 0;
9523         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9524         {
9525                 c2[0] = c[0] * r;
9526                 c2[1] = c[1] * g;
9527                 c2[2] = c[2] * b;
9528                 c2[3] = c[3] * a;
9529         }
9530 }
9531
9532 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9533 {
9534         int i;
9535         const float *c;
9536         float *c2;
9537         if (!rsurface.passcolor4f)
9538                 return;
9539         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9540         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9541         rsurface.passcolor4f_vertexbuffer = 0;
9542         rsurface.passcolor4f_bufferoffset = 0;
9543         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9544         {
9545                 c2[0] = c[0] + r_refdef.scene.ambient;
9546                 c2[1] = c[1] + r_refdef.scene.ambient;
9547                 c2[2] = c[2] + r_refdef.scene.ambient;
9548                 c2[3] = c[3];
9549         }
9550 }
9551
9552 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9553 {
9554         // TODO: optimize
9555         rsurface.passcolor4f = NULL;
9556         rsurface.passcolor4f_vertexbuffer = 0;
9557         rsurface.passcolor4f_bufferoffset = 0;
9558         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9559         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9560         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9561         GL_Color(r, g, b, a);
9562         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9563         RSurf_DrawBatch();
9564 }
9565
9566 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9567 {
9568         // TODO: optimize applyfog && applycolor case
9569         // just apply fog if necessary, and tint the fog color array if necessary
9570         rsurface.passcolor4f = NULL;
9571         rsurface.passcolor4f_vertexbuffer = 0;
9572         rsurface.passcolor4f_bufferoffset = 0;
9573         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9574         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9575         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9576         GL_Color(r, g, b, a);
9577         RSurf_DrawBatch();
9578 }
9579
9580 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9581 {
9582         // TODO: optimize
9583         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9584         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9585         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9586         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9587         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9588         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9589         GL_Color(r, g, b, a);
9590         RSurf_DrawBatch();
9591 }
9592
9593 static void RSurf_DrawBatch_GL11_ClampColor(void)
9594 {
9595         int i;
9596         const float *c1;
9597         float *c2;
9598         if (!rsurface.passcolor4f)
9599                 return;
9600         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9601         {
9602                 c2[0] = bound(0.0f, c1[0], 1.0f);
9603                 c2[1] = bound(0.0f, c1[1], 1.0f);
9604                 c2[2] = bound(0.0f, c1[2], 1.0f);
9605                 c2[3] = bound(0.0f, c1[3], 1.0f);
9606         }
9607 }
9608
9609 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9610 {
9611         int i;
9612         float f;
9613         const float *v;
9614         const float *n;
9615         float *c;
9616         //vec3_t eyedir;
9617
9618         // fake shading
9619         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9620         rsurface.passcolor4f_vertexbuffer = 0;
9621         rsurface.passcolor4f_bufferoffset = 0;
9622         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9623         {
9624                 f = -DotProduct(r_refdef.view.forward, n);
9625                 f = max(0, f);
9626                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9627                 f *= r_refdef.lightmapintensity;
9628                 Vector4Set(c, f, f, f, 1);
9629         }
9630 }
9631
9632 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9633 {
9634         RSurf_DrawBatch_GL11_ApplyFakeLight();
9635         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9636         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9637         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9638         GL_Color(r, g, b, a);
9639         RSurf_DrawBatch();
9640 }
9641
9642 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9643 {
9644         int i;
9645         float f;
9646         float alpha;
9647         const float *v;
9648         const float *n;
9649         float *c;
9650         vec3_t ambientcolor;
9651         vec3_t diffusecolor;
9652         vec3_t lightdir;
9653         // TODO: optimize
9654         // model lighting
9655         VectorCopy(rsurface.modellight_lightdir, lightdir);
9656         f = 0.5f * r_refdef.lightmapintensity;
9657         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9658         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9659         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9660         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9661         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9662         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9663         alpha = *a;
9664         if (VectorLength2(diffusecolor) > 0)
9665         {
9666                 // q3-style directional shading
9667                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9668                 rsurface.passcolor4f_vertexbuffer = 0;
9669                 rsurface.passcolor4f_bufferoffset = 0;
9670                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9671                 {
9672                         if ((f = DotProduct(n, lightdir)) > 0)
9673                                 VectorMA(ambientcolor, f, diffusecolor, c);
9674                         else
9675                                 VectorCopy(ambientcolor, c);
9676                         c[3] = alpha;
9677                 }
9678                 *r = 1;
9679                 *g = 1;
9680                 *b = 1;
9681                 *a = 1;
9682                 *applycolor = false;
9683         }
9684         else
9685         {
9686                 *r = ambientcolor[0];
9687                 *g = ambientcolor[1];
9688                 *b = ambientcolor[2];
9689                 rsurface.passcolor4f = NULL;
9690                 rsurface.passcolor4f_vertexbuffer = 0;
9691                 rsurface.passcolor4f_bufferoffset = 0;
9692         }
9693 }
9694
9695 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9696 {
9697         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9698         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9699         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9700         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9701         GL_Color(r, g, b, a);
9702         RSurf_DrawBatch();
9703 }
9704
9705 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9706 {
9707         int i;
9708         float f;
9709         const float *v;
9710         float *c;
9711
9712         // fake shading
9713         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9714         rsurface.passcolor4f_vertexbuffer = 0;
9715         rsurface.passcolor4f_bufferoffset = 0;
9716
9717         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9718         {
9719                 f = 1 - RSurf_FogVertex(v);
9720                 c[0] = r;
9721                 c[1] = g;
9722                 c[2] = b;
9723                 c[3] = f * a;
9724         }
9725 }
9726
9727 void RSurf_SetupDepthAndCulling(void)
9728 {
9729         // submodels are biased to avoid z-fighting with world surfaces that they
9730         // may be exactly overlapping (avoids z-fighting artifacts on certain
9731         // doors and things in Quake maps)
9732         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9733         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9734         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9735         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9736 }
9737
9738 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9739 {
9740         // transparent sky would be ridiculous
9741         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9742                 return;
9743         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9744         skyrenderlater = true;
9745         RSurf_SetupDepthAndCulling();
9746         GL_DepthMask(true);
9747         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9748         // skymasking on them, and Quake3 never did sky masking (unlike
9749         // software Quake and software Quake2), so disable the sky masking
9750         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9751         // and skymasking also looks very bad when noclipping outside the
9752         // level, so don't use it then either.
9753         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9754         {
9755                 R_Mesh_ResetTextureState();
9756                 if (skyrendermasked)
9757                 {
9758                         R_SetupShader_DepthOrShadow(false);
9759                         // depth-only (masking)
9760                         GL_ColorMask(0,0,0,0);
9761                         // just to make sure that braindead drivers don't draw
9762                         // anything despite that colormask...
9763                         GL_BlendFunc(GL_ZERO, GL_ONE);
9764                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9765                         if (rsurface.batchvertex3fbuffer)
9766                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9767                         else
9768                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9769                 }
9770                 else
9771                 {
9772                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9773                         // fog sky
9774                         GL_BlendFunc(GL_ONE, GL_ZERO);
9775                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9776                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9777                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9778                 }
9779                 RSurf_DrawBatch();
9780                 if (skyrendermasked)
9781                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9782         }
9783         R_Mesh_ResetTextureState();
9784         GL_Color(1, 1, 1, 1);
9785 }
9786
9787 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9788 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9789 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9790 {
9791         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9792                 return;
9793         if (prepass)
9794         {
9795                 // render screenspace normalmap to texture
9796                 GL_DepthMask(true);
9797                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9798                 RSurf_DrawBatch();
9799         }
9800
9801         // bind lightmap texture
9802
9803         // water/refraction/reflection/camera surfaces have to be handled specially
9804         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9805         {
9806                 int start, end, startplaneindex;
9807                 for (start = 0;start < texturenumsurfaces;start = end)
9808                 {
9809                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9810                         if(startplaneindex < 0)
9811                         {
9812                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9813                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9814                                 end = start + 1;
9815                                 continue;
9816                         }
9817                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9818                                 ;
9819                         // now that we have a batch using the same planeindex, render it
9820                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9821                         {
9822                                 // render water or distortion background
9823                                 GL_DepthMask(true);
9824                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9825                                 RSurf_DrawBatch();
9826                                 // blend surface on top
9827                                 GL_DepthMask(false);
9828                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9829                                 RSurf_DrawBatch();
9830                         }
9831                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9832                         {
9833                                 // render surface with reflection texture as input
9834                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9835                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9836                                 RSurf_DrawBatch();
9837                         }
9838                 }
9839                 return;
9840         }
9841
9842         // render surface batch normally
9843         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9844         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9845         RSurf_DrawBatch();
9846 }
9847
9848 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9849 {
9850         // OpenGL 1.3 path - anything not completely ancient
9851         qboolean applycolor;
9852         qboolean applyfog;
9853         int layerindex;
9854         const texturelayer_t *layer;
9855         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9856         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9857
9858         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9859         {
9860                 vec4_t layercolor;
9861                 int layertexrgbscale;
9862                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9863                 {
9864                         if (layerindex == 0)
9865                                 GL_AlphaTest(true);
9866                         else
9867                         {
9868                                 GL_AlphaTest(false);
9869                                 GL_DepthFunc(GL_EQUAL);
9870                         }
9871                 }
9872                 GL_DepthMask(layer->depthmask && writedepth);
9873                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9874                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9875                 {
9876                         layertexrgbscale = 4;
9877                         VectorScale(layer->color, 0.25f, layercolor);
9878                 }
9879                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9880                 {
9881                         layertexrgbscale = 2;
9882                         VectorScale(layer->color, 0.5f, layercolor);
9883                 }
9884                 else
9885                 {
9886                         layertexrgbscale = 1;
9887                         VectorScale(layer->color, 1.0f, layercolor);
9888                 }
9889                 layercolor[3] = layer->color[3];
9890                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9891                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9892                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9893                 switch (layer->type)
9894                 {
9895                 case TEXTURELAYERTYPE_LITTEXTURE:
9896                         // single-pass lightmapped texture with 2x rgbscale
9897                         R_Mesh_TexBind(0, r_texture_white);
9898                         R_Mesh_TexMatrix(0, NULL);
9899                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9900                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9901                         R_Mesh_TexBind(1, layer->texture);
9902                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9903                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9904                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9905                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9906                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9907                         else if (FAKELIGHT_ENABLED)
9908                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9909                         else if (rsurface.uselightmaptexture)
9910                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9911                         else
9912                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9913                         break;
9914                 case TEXTURELAYERTYPE_TEXTURE:
9915                         // singletexture unlit texture with transparency support
9916                         R_Mesh_TexBind(0, layer->texture);
9917                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9918                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9919                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9920                         R_Mesh_TexBind(1, 0);
9921                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9922                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9923                         break;
9924                 case TEXTURELAYERTYPE_FOG:
9925                         // singletexture fogging
9926                         if (layer->texture)
9927                         {
9928                                 R_Mesh_TexBind(0, layer->texture);
9929                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9930                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9931                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9932                         }
9933                         else
9934                         {
9935                                 R_Mesh_TexBind(0, 0);
9936                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9937                         }
9938                         R_Mesh_TexBind(1, 0);
9939                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9940                         // generate a color array for the fog pass
9941                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9942                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9943                         RSurf_DrawBatch();
9944                         break;
9945                 default:
9946                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9947                 }
9948         }
9949         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9950         {
9951                 GL_DepthFunc(GL_LEQUAL);
9952                 GL_AlphaTest(false);
9953         }
9954 }
9955
9956 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9957 {
9958         // OpenGL 1.1 - crusty old voodoo path
9959         qboolean applyfog;
9960         int layerindex;
9961         const texturelayer_t *layer;
9962         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9963         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9964
9965         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9966         {
9967                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9968                 {
9969                         if (layerindex == 0)
9970                                 GL_AlphaTest(true);
9971                         else
9972                         {
9973                                 GL_AlphaTest(false);
9974                                 GL_DepthFunc(GL_EQUAL);
9975                         }
9976                 }
9977                 GL_DepthMask(layer->depthmask && writedepth);
9978                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9979                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9980                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9981                 switch (layer->type)
9982                 {
9983                 case TEXTURELAYERTYPE_LITTEXTURE:
9984                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9985                         {
9986                                 // two-pass lit texture with 2x rgbscale
9987                                 // first the lightmap pass
9988                                 R_Mesh_TexBind(0, r_texture_white);
9989                                 R_Mesh_TexMatrix(0, NULL);
9990                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9991                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9992                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9993                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9994                                 else if (FAKELIGHT_ENABLED)
9995                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9996                                 else if (rsurface.uselightmaptexture)
9997                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9998                                 else
9999                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10000                                 // then apply the texture to it
10001                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10002                                 R_Mesh_TexBind(0, layer->texture);
10003                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10004                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10005                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10006                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10007                         }
10008                         else
10009                         {
10010                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10011                                 R_Mesh_TexBind(0, layer->texture);
10012                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10013                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10014                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10015                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10016                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10017                                 else
10018                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10019                         }
10020                         break;
10021                 case TEXTURELAYERTYPE_TEXTURE:
10022                         // singletexture unlit texture with transparency support
10023                         R_Mesh_TexBind(0, layer->texture);
10024                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10025                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10026                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10027                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10028                         break;
10029                 case TEXTURELAYERTYPE_FOG:
10030                         // singletexture fogging
10031                         if (layer->texture)
10032                         {
10033                                 R_Mesh_TexBind(0, layer->texture);
10034                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10035                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10036                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10037                         }
10038                         else
10039                         {
10040                                 R_Mesh_TexBind(0, 0);
10041                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10042                         }
10043                         // generate a color array for the fog pass
10044                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10045                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10046                         RSurf_DrawBatch();
10047                         break;
10048                 default:
10049                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10050                 }
10051         }
10052         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10053         {
10054                 GL_DepthFunc(GL_LEQUAL);
10055                 GL_AlphaTest(false);
10056         }
10057 }
10058
10059 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10060 {
10061         int vi;
10062         int j;
10063         r_vertexgeneric_t *batchvertex;
10064         float c[4];
10065
10066 //      R_Mesh_ResetTextureState();
10067         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10068
10069         if(rsurface.texture && rsurface.texture->currentskinframe)
10070         {
10071                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10072                 c[3] *= rsurface.texture->currentalpha;
10073         }
10074         else
10075         {
10076                 c[0] = 1;
10077                 c[1] = 0;
10078                 c[2] = 1;
10079                 c[3] = 1;
10080         }
10081
10082         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10083         {
10084                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10085                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10086                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10087         }
10088
10089         // brighten it up (as texture value 127 means "unlit")
10090         c[0] *= 2 * r_refdef.view.colorscale;
10091         c[1] *= 2 * r_refdef.view.colorscale;
10092         c[2] *= 2 * r_refdef.view.colorscale;
10093
10094         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10095                 c[3] *= r_wateralpha.value;
10096
10097         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10098         {
10099                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10100                 GL_DepthMask(false);
10101         }
10102         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10103         {
10104                 GL_BlendFunc(GL_ONE, GL_ONE);
10105                 GL_DepthMask(false);
10106         }
10107         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10108         {
10109                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10110                 GL_DepthMask(false);
10111         }
10112         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10113         {
10114                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10115                 GL_DepthMask(false);
10116         }
10117         else
10118         {
10119                 GL_BlendFunc(GL_ONE, GL_ZERO);
10120                 GL_DepthMask(writedepth);
10121         }
10122
10123         if (r_showsurfaces.integer == 3)
10124         {
10125                 rsurface.passcolor4f = NULL;
10126
10127                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10128                 {
10129                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10130
10131                         rsurface.passcolor4f = NULL;
10132                         rsurface.passcolor4f_vertexbuffer = 0;
10133                         rsurface.passcolor4f_bufferoffset = 0;
10134                 }
10135                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10136                 {
10137                         qboolean applycolor = true;
10138                         float one = 1.0;
10139
10140                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10141
10142                         r_refdef.lightmapintensity = 1;
10143                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10144                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10145                 }
10146                 else if (FAKELIGHT_ENABLED)
10147                 {
10148                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10149
10150                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10151                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10152                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10153                 }
10154                 else
10155                 {
10156                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10157
10158                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10159                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10160                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10161                 }
10162
10163                 if(!rsurface.passcolor4f)
10164                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10165
10166                 RSurf_DrawBatch_GL11_ApplyAmbient();
10167                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10168                 if(r_refdef.fogenabled)
10169                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10170                 RSurf_DrawBatch_GL11_ClampColor();
10171
10172                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10173                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10174                 RSurf_DrawBatch();
10175         }
10176         else if (!r_refdef.view.showdebug)
10177         {
10178                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10179                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10180                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10181                 {
10182                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10183                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10184                 }
10185                 R_Mesh_PrepareVertices_Generic_Unlock();
10186                 RSurf_DrawBatch();
10187         }
10188         else if (r_showsurfaces.integer == 4)
10189         {
10190                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10191                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10192                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10193                 {
10194                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10195                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10196                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10197                 }
10198                 R_Mesh_PrepareVertices_Generic_Unlock();
10199                 RSurf_DrawBatch();
10200         }
10201         else if (r_showsurfaces.integer == 2)
10202         {
10203                 const int *e;
10204                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10205                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10206                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10207                 {
10208                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10209                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10210                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10211                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10212                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10213                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10214                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10215                 }
10216                 R_Mesh_PrepareVertices_Generic_Unlock();
10217                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10218         }
10219         else
10220         {
10221                 int texturesurfaceindex;
10222                 int k;
10223                 const msurface_t *surface;
10224                 float surfacecolor4f[4];
10225                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10226                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10227                 vi = 0;
10228                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10229                 {
10230                         surface = texturesurfacelist[texturesurfaceindex];
10231                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10232                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10233                         for (j = 0;j < surface->num_vertices;j++)
10234                         {
10235                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10236                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10237                                 vi++;
10238                         }
10239                 }
10240                 R_Mesh_PrepareVertices_Generic_Unlock();
10241                 RSurf_DrawBatch();
10242         }
10243 }
10244
10245 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10246 {
10247         CHECKGLERROR
10248         RSurf_SetupDepthAndCulling();
10249         if (r_showsurfaces.integer)
10250         {
10251                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10252                 return;
10253         }
10254         switch (vid.renderpath)
10255         {
10256         case RENDERPATH_GL20:
10257         case RENDERPATH_D3D9:
10258         case RENDERPATH_D3D10:
10259         case RENDERPATH_D3D11:
10260         case RENDERPATH_SOFT:
10261         case RENDERPATH_GLES2:
10262                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10263                 break;
10264         case RENDERPATH_GL13:
10265         case RENDERPATH_GLES1:
10266                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10267                 break;
10268         case RENDERPATH_GL11:
10269                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10270                 break;
10271         }
10272         CHECKGLERROR
10273 }
10274
10275 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10276 {
10277         CHECKGLERROR
10278         RSurf_SetupDepthAndCulling();
10279         if (r_showsurfaces.integer)
10280         {
10281                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10282                 return;
10283         }
10284         switch (vid.renderpath)
10285         {
10286         case RENDERPATH_GL20:
10287         case RENDERPATH_D3D9:
10288         case RENDERPATH_D3D10:
10289         case RENDERPATH_D3D11:
10290         case RENDERPATH_SOFT:
10291         case RENDERPATH_GLES2:
10292                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10293                 break;
10294         case RENDERPATH_GL13:
10295         case RENDERPATH_GLES1:
10296                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10297                 break;
10298         case RENDERPATH_GL11:
10299                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10300                 break;
10301         }
10302         CHECKGLERROR
10303 }
10304
10305 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10306 {
10307         int i, j;
10308         int texturenumsurfaces, endsurface;
10309         texture_t *texture;
10310         const msurface_t *surface;
10311         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10312
10313         // if the model is static it doesn't matter what value we give for
10314         // wantnormals and wanttangents, so this logic uses only rules applicable
10315         // to a model, knowing that they are meaningless otherwise
10316         if (ent == r_refdef.scene.worldentity)
10317                 RSurf_ActiveWorldEntity();
10318         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10319                 RSurf_ActiveModelEntity(ent, false, false, false);
10320         else
10321         {
10322                 switch (vid.renderpath)
10323                 {
10324                 case RENDERPATH_GL20:
10325                 case RENDERPATH_D3D9:
10326                 case RENDERPATH_D3D10:
10327                 case RENDERPATH_D3D11:
10328                 case RENDERPATH_SOFT:
10329                 case RENDERPATH_GLES2:
10330                         RSurf_ActiveModelEntity(ent, true, true, false);
10331                         break;
10332                 case RENDERPATH_GL11:
10333                 case RENDERPATH_GL13:
10334                 case RENDERPATH_GLES1:
10335                         RSurf_ActiveModelEntity(ent, true, false, false);
10336                         break;
10337                 }
10338         }
10339
10340         if (r_transparentdepthmasking.integer)
10341         {
10342                 qboolean setup = false;
10343                 for (i = 0;i < numsurfaces;i = j)
10344                 {
10345                         j = i + 1;
10346                         surface = rsurface.modelsurfaces + surfacelist[i];
10347                         texture = surface->texture;
10348                         rsurface.texture = R_GetCurrentTexture(texture);
10349                         rsurface.lightmaptexture = NULL;
10350                         rsurface.deluxemaptexture = NULL;
10351                         rsurface.uselightmaptexture = false;
10352                         // scan ahead until we find a different texture
10353                         endsurface = min(i + 1024, numsurfaces);
10354                         texturenumsurfaces = 0;
10355                         texturesurfacelist[texturenumsurfaces++] = surface;
10356                         for (;j < endsurface;j++)
10357                         {
10358                                 surface = rsurface.modelsurfaces + surfacelist[j];
10359                                 if (texture != surface->texture)
10360                                         break;
10361                                 texturesurfacelist[texturenumsurfaces++] = surface;
10362                         }
10363                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10364                                 continue;
10365                         // render the range of surfaces as depth
10366                         if (!setup)
10367                         {
10368                                 setup = true;
10369                                 GL_ColorMask(0,0,0,0);
10370                                 GL_Color(1,1,1,1);
10371                                 GL_DepthTest(true);
10372                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10373                                 GL_DepthMask(true);
10374 //                              R_Mesh_ResetTextureState();
10375                                 R_SetupShader_DepthOrShadow(false);
10376                         }
10377                         RSurf_SetupDepthAndCulling();
10378                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10379                         if (rsurface.batchvertex3fbuffer)
10380                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10381                         else
10382                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10383                         RSurf_DrawBatch();
10384                 }
10385                 if (setup)
10386                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10387         }
10388
10389         for (i = 0;i < numsurfaces;i = j)
10390         {
10391                 j = i + 1;
10392                 surface = rsurface.modelsurfaces + surfacelist[i];
10393                 texture = surface->texture;
10394                 rsurface.texture = R_GetCurrentTexture(texture);
10395                 // scan ahead until we find a different texture
10396                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10397                 texturenumsurfaces = 0;
10398                 texturesurfacelist[texturenumsurfaces++] = surface;
10399                 if(FAKELIGHT_ENABLED)
10400                 {
10401                         rsurface.lightmaptexture = NULL;
10402                         rsurface.deluxemaptexture = NULL;
10403                         rsurface.uselightmaptexture = false;
10404                         for (;j < endsurface;j++)
10405                         {
10406                                 surface = rsurface.modelsurfaces + surfacelist[j];
10407                                 if (texture != surface->texture)
10408                                         break;
10409                                 texturesurfacelist[texturenumsurfaces++] = surface;
10410                         }
10411                 }
10412                 else
10413                 {
10414                         rsurface.lightmaptexture = surface->lightmaptexture;
10415                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10416                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10417                         for (;j < endsurface;j++)
10418                         {
10419                                 surface = rsurface.modelsurfaces + surfacelist[j];
10420                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10421                                         break;
10422                                 texturesurfacelist[texturenumsurfaces++] = surface;
10423                         }
10424                 }
10425                 // render the range of surfaces
10426                 if (ent == r_refdef.scene.worldentity)
10427                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10428                 else
10429                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10430         }
10431         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10432 }
10433
10434 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10435 {
10436         // transparent surfaces get pushed off into the transparent queue
10437         int surfacelistindex;
10438         const msurface_t *surface;
10439         vec3_t tempcenter, center;
10440         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10441         {
10442                 surface = texturesurfacelist[surfacelistindex];
10443                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10444                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10445                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10446                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10447                 if (queueentity->transparent_offset) // transparent offset
10448                 {
10449                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10450                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10451                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10452                 }
10453                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10454         }
10455 }
10456
10457 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10458 {
10459         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10460                 return;
10461         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10462                 return;
10463         RSurf_SetupDepthAndCulling();
10464         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10465         if (rsurface.batchvertex3fbuffer)
10466                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10467         else
10468                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10469         RSurf_DrawBatch();
10470 }
10471
10472 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10473 {
10474         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10475         CHECKGLERROR
10476         if (depthonly)
10477                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10478         else if (prepass)
10479         {
10480                 if (!rsurface.texture->currentnumlayers)
10481                         return;
10482                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10483                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10484                 else
10485                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10486         }
10487         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10488                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10489         else if (!rsurface.texture->currentnumlayers)
10490                 return;
10491         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10492         {
10493                 // in the deferred case, transparent surfaces were queued during prepass
10494                 if (!r_shadow_usingdeferredprepass)
10495                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10496         }
10497         else
10498         {
10499                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10500                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10501         }
10502         CHECKGLERROR
10503 }
10504
10505 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10506 {
10507         int i, j;
10508         texture_t *texture;
10509         R_FrameData_SetMark();
10510         // break the surface list down into batches by texture and use of lightmapping
10511         for (i = 0;i < numsurfaces;i = j)
10512         {
10513                 j = i + 1;
10514                 // texture is the base texture pointer, rsurface.texture is the
10515                 // current frame/skin the texture is directing us to use (for example
10516                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10517                 // use skin 1 instead)
10518                 texture = surfacelist[i]->texture;
10519                 rsurface.texture = R_GetCurrentTexture(texture);
10520                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10521                 {
10522                         // if this texture is not the kind we want, skip ahead to the next one
10523                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10524                                 ;
10525                         continue;
10526                 }
10527                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10528                 {
10529                         rsurface.lightmaptexture = NULL;
10530                         rsurface.deluxemaptexture = NULL;
10531                         rsurface.uselightmaptexture = false;
10532                         // simply scan ahead until we find a different texture or lightmap state
10533                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10534                                 ;
10535                 }
10536                 else
10537                 {
10538                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10539                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10540                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10541                         // simply scan ahead until we find a different texture or lightmap state
10542                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10543                                 ;
10544                 }
10545                 // render the range of surfaces
10546                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10547         }
10548         R_FrameData_ReturnToMark();
10549 }
10550
10551 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10552 {
10553         CHECKGLERROR
10554         if (depthonly)
10555                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10556         else if (prepass)
10557         {
10558                 if (!rsurface.texture->currentnumlayers)
10559                         return;
10560                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10561                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10562                 else
10563                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10564         }
10565         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10566                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10567         else if (!rsurface.texture->currentnumlayers)
10568                 return;
10569         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10570         {
10571                 // in the deferred case, transparent surfaces were queued during prepass
10572                 if (!r_shadow_usingdeferredprepass)
10573                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10574         }
10575         else
10576         {
10577                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10578                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10579         }
10580         CHECKGLERROR
10581 }
10582
10583 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10584 {
10585         int i, j;
10586         texture_t *texture;
10587         R_FrameData_SetMark();
10588         // break the surface list down into batches by texture and use of lightmapping
10589         for (i = 0;i < numsurfaces;i = j)
10590         {
10591                 j = i + 1;
10592                 // texture is the base texture pointer, rsurface.texture is the
10593                 // current frame/skin the texture is directing us to use (for example
10594                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10595                 // use skin 1 instead)
10596                 texture = surfacelist[i]->texture;
10597                 rsurface.texture = R_GetCurrentTexture(texture);
10598                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10599                 {
10600                         // if this texture is not the kind we want, skip ahead to the next one
10601                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10602                                 ;
10603                         continue;
10604                 }
10605                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10606                 {
10607                         rsurface.lightmaptexture = NULL;
10608                         rsurface.deluxemaptexture = NULL;
10609                         rsurface.uselightmaptexture = false;
10610                         // simply scan ahead until we find a different texture or lightmap state
10611                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10612                                 ;
10613                 }
10614                 else
10615                 {
10616                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10617                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10618                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10619                         // simply scan ahead until we find a different texture or lightmap state
10620                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10621                                 ;
10622                 }
10623                 // render the range of surfaces
10624                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10625         }
10626         R_FrameData_ReturnToMark();
10627 }
10628
10629 float locboxvertex3f[6*4*3] =
10630 {
10631         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10632         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10633         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10634         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10635         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10636         1,0,0, 0,0,0, 0,1,0, 1,1,0
10637 };
10638
10639 unsigned short locboxelements[6*2*3] =
10640 {
10641          0, 1, 2, 0, 2, 3,
10642          4, 5, 6, 4, 6, 7,
10643          8, 9,10, 8,10,11,
10644         12,13,14, 12,14,15,
10645         16,17,18, 16,18,19,
10646         20,21,22, 20,22,23
10647 };
10648
10649 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10650 {
10651         int i, j;
10652         cl_locnode_t *loc = (cl_locnode_t *)ent;
10653         vec3_t mins, size;
10654         float vertex3f[6*4*3];
10655         CHECKGLERROR
10656         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10657         GL_DepthMask(false);
10658         GL_DepthRange(0, 1);
10659         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10660         GL_DepthTest(true);
10661         GL_CullFace(GL_NONE);
10662         R_EntityMatrix(&identitymatrix);
10663
10664 //      R_Mesh_ResetTextureState();
10665
10666         i = surfacelist[0];
10667         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10668                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10669                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10670                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10671
10672         if (VectorCompare(loc->mins, loc->maxs))
10673         {
10674                 VectorSet(size, 2, 2, 2);
10675                 VectorMA(loc->mins, -0.5f, size, mins);
10676         }
10677         else
10678         {
10679                 VectorCopy(loc->mins, mins);
10680                 VectorSubtract(loc->maxs, loc->mins, size);
10681         }
10682
10683         for (i = 0;i < 6*4*3;)
10684                 for (j = 0;j < 3;j++, i++)
10685                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10686
10687         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10688         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10689         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10690 }
10691
10692 void R_DrawLocs(void)
10693 {
10694         int index;
10695         cl_locnode_t *loc, *nearestloc;
10696         vec3_t center;
10697         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10698         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10699         {
10700                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10701                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10702         }
10703 }
10704
10705 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10706 {
10707         if (decalsystem->decals)
10708                 Mem_Free(decalsystem->decals);
10709         memset(decalsystem, 0, sizeof(*decalsystem));
10710 }
10711
10712 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10713 {
10714         tridecal_t *decal;
10715         tridecal_t *decals;
10716         int i;
10717
10718         // expand or initialize the system
10719         if (decalsystem->maxdecals <= decalsystem->numdecals)
10720         {
10721                 decalsystem_t old = *decalsystem;
10722                 qboolean useshortelements;
10723                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10724                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10725                 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)));
10726                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10727                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10728                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10729                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10730                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10731                 if (decalsystem->numdecals)
10732                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10733                 if (old.decals)
10734                         Mem_Free(old.decals);
10735                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10736                         decalsystem->element3i[i] = i;
10737                 if (useshortelements)
10738                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10739                                 decalsystem->element3s[i] = i;
10740         }
10741
10742         // grab a decal and search for another free slot for the next one
10743         decals = decalsystem->decals;
10744         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10745         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10746                 ;
10747         decalsystem->freedecal = i;
10748         if (decalsystem->numdecals <= i)
10749                 decalsystem->numdecals = i + 1;
10750
10751         // initialize the decal
10752         decal->lived = 0;
10753         decal->triangleindex = triangleindex;
10754         decal->surfaceindex = surfaceindex;
10755         decal->decalsequence = decalsequence;
10756         decal->color4f[0][0] = c0[0];
10757         decal->color4f[0][1] = c0[1];
10758         decal->color4f[0][2] = c0[2];
10759         decal->color4f[0][3] = 1;
10760         decal->color4f[1][0] = c1[0];
10761         decal->color4f[1][1] = c1[1];
10762         decal->color4f[1][2] = c1[2];
10763         decal->color4f[1][3] = 1;
10764         decal->color4f[2][0] = c2[0];
10765         decal->color4f[2][1] = c2[1];
10766         decal->color4f[2][2] = c2[2];
10767         decal->color4f[2][3] = 1;
10768         decal->vertex3f[0][0] = v0[0];
10769         decal->vertex3f[0][1] = v0[1];
10770         decal->vertex3f[0][2] = v0[2];
10771         decal->vertex3f[1][0] = v1[0];
10772         decal->vertex3f[1][1] = v1[1];
10773         decal->vertex3f[1][2] = v1[2];
10774         decal->vertex3f[2][0] = v2[0];
10775         decal->vertex3f[2][1] = v2[1];
10776         decal->vertex3f[2][2] = v2[2];
10777         decal->texcoord2f[0][0] = t0[0];
10778         decal->texcoord2f[0][1] = t0[1];
10779         decal->texcoord2f[1][0] = t1[0];
10780         decal->texcoord2f[1][1] = t1[1];
10781         decal->texcoord2f[2][0] = t2[0];
10782         decal->texcoord2f[2][1] = t2[1];
10783         TriangleNormal(v0, v1, v2, decal->plane);
10784         VectorNormalize(decal->plane);
10785         decal->plane[3] = DotProduct(v0, decal->plane);
10786 }
10787
10788 extern cvar_t cl_decals_bias;
10789 extern cvar_t cl_decals_models;
10790 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10791 // baseparms, parms, temps
10792 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10793 {
10794         int cornerindex;
10795         int index;
10796         float v[9][3];
10797         const float *vertex3f;
10798         const float *normal3f;
10799         int numpoints;
10800         float points[2][9][3];
10801         float temp[3];
10802         float tc[9][2];
10803         float f;
10804         float c[9][4];
10805         const int *e;
10806
10807         e = rsurface.modelelement3i + 3*triangleindex;
10808
10809         vertex3f = rsurface.modelvertex3f;
10810         normal3f = rsurface.modelnormal3f;
10811
10812         if (normal3f)
10813         {
10814                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10815                 {
10816                         index = 3*e[cornerindex];
10817                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10818                 }
10819         }
10820         else
10821         {
10822                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10823                 {
10824                         index = 3*e[cornerindex];
10825                         VectorCopy(vertex3f + index, v[cornerindex]);
10826                 }
10827         }
10828
10829         // cull backfaces
10830         //TriangleNormal(v[0], v[1], v[2], normal);
10831         //if (DotProduct(normal, localnormal) < 0.0f)
10832         //      continue;
10833         // clip by each of the box planes formed from the projection matrix
10834         // if anything survives, we emit the decal
10835         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]);
10836         if (numpoints < 3)
10837                 return;
10838         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]);
10839         if (numpoints < 3)
10840                 return;
10841         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]);
10842         if (numpoints < 3)
10843                 return;
10844         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]);
10845         if (numpoints < 3)
10846                 return;
10847         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]);
10848         if (numpoints < 3)
10849                 return;
10850         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]);
10851         if (numpoints < 3)
10852                 return;
10853         // some part of the triangle survived, so we have to accept it...
10854         if (dynamic)
10855         {
10856                 // dynamic always uses the original triangle
10857                 numpoints = 3;
10858                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10859                 {
10860                         index = 3*e[cornerindex];
10861                         VectorCopy(vertex3f + index, v[cornerindex]);
10862                 }
10863         }
10864         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10865         {
10866                 // convert vertex positions to texcoords
10867                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10868                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10869                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10870                 // calculate distance fade from the projection origin
10871                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10872                 f = bound(0.0f, f, 1.0f);
10873                 c[cornerindex][0] = r * f;
10874                 c[cornerindex][1] = g * f;
10875                 c[cornerindex][2] = b * f;
10876                 c[cornerindex][3] = 1.0f;
10877                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10878         }
10879         if (dynamic)
10880                 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);
10881         else
10882                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10883                         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);
10884 }
10885 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10886 {
10887         matrix4x4_t projection;
10888         decalsystem_t *decalsystem;
10889         qboolean dynamic;
10890         dp_model_t *model;
10891         const msurface_t *surface;
10892         const msurface_t *surfaces;
10893         const int *surfacelist;
10894         const texture_t *texture;
10895         int numtriangles;
10896         int numsurfacelist;
10897         int surfacelistindex;
10898         int surfaceindex;
10899         int triangleindex;
10900         float localorigin[3];
10901         float localnormal[3];
10902         float localmins[3];
10903         float localmaxs[3];
10904         float localsize;
10905         //float normal[3];
10906         float planes[6][4];
10907         float angles[3];
10908         bih_t *bih;
10909         int bih_triangles_count;
10910         int bih_triangles[256];
10911         int bih_surfaces[256];
10912
10913         decalsystem = &ent->decalsystem;
10914         model = ent->model;
10915         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10916         {
10917                 R_DecalSystem_Reset(&ent->decalsystem);
10918                 return;
10919         }
10920
10921         if (!model->brush.data_leafs && !cl_decals_models.integer)
10922         {
10923                 if (decalsystem->model)
10924                         R_DecalSystem_Reset(decalsystem);
10925                 return;
10926         }
10927
10928         if (decalsystem->model != model)
10929                 R_DecalSystem_Reset(decalsystem);
10930         decalsystem->model = model;
10931
10932         RSurf_ActiveModelEntity(ent, true, false, false);
10933
10934         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10935         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10936         VectorNormalize(localnormal);
10937         localsize = worldsize*rsurface.inversematrixscale;
10938         localmins[0] = localorigin[0] - localsize;
10939         localmins[1] = localorigin[1] - localsize;
10940         localmins[2] = localorigin[2] - localsize;
10941         localmaxs[0] = localorigin[0] + localsize;
10942         localmaxs[1] = localorigin[1] + localsize;
10943         localmaxs[2] = localorigin[2] + localsize;
10944
10945         //VectorCopy(localnormal, planes[4]);
10946         //VectorVectors(planes[4], planes[2], planes[0]);
10947         AnglesFromVectors(angles, localnormal, NULL, false);
10948         AngleVectors(angles, planes[0], planes[2], planes[4]);
10949         VectorNegate(planes[0], planes[1]);
10950         VectorNegate(planes[2], planes[3]);
10951         VectorNegate(planes[4], planes[5]);
10952         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10953         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10954         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10955         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10956         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10957         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10958
10959 #if 1
10960 // works
10961 {
10962         matrix4x4_t forwardprojection;
10963         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10964         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10965 }
10966 #else
10967 // broken
10968 {
10969         float projectionvector[4][3];
10970         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10971         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10972         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10973         projectionvector[0][0] = planes[0][0] * ilocalsize;
10974         projectionvector[0][1] = planes[1][0] * ilocalsize;
10975         projectionvector[0][2] = planes[2][0] * ilocalsize;
10976         projectionvector[1][0] = planes[0][1] * ilocalsize;
10977         projectionvector[1][1] = planes[1][1] * ilocalsize;
10978         projectionvector[1][2] = planes[2][1] * ilocalsize;
10979         projectionvector[2][0] = planes[0][2] * ilocalsize;
10980         projectionvector[2][1] = planes[1][2] * ilocalsize;
10981         projectionvector[2][2] = planes[2][2] * ilocalsize;
10982         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10983         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10984         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10985         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10986 }
10987 #endif
10988
10989         dynamic = model->surfmesh.isanimated;
10990         numsurfacelist = model->nummodelsurfaces;
10991         surfacelist = model->sortedmodelsurfaces;
10992         surfaces = model->data_surfaces;
10993
10994         bih = NULL;
10995         bih_triangles_count = -1;
10996         if(!dynamic)
10997         {
10998                 if(model->render_bih.numleafs)
10999                         bih = &model->render_bih;
11000                 else if(model->collision_bih.numleafs)
11001                         bih = &model->collision_bih;
11002         }
11003         if(bih)
11004                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11005         if(bih_triangles_count == 0)
11006                 return;
11007         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11008                 return;
11009         if(bih_triangles_count > 0)
11010         {
11011                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11012                 {
11013                         surfaceindex = bih_surfaces[triangleindex];
11014                         surface = surfaces + surfaceindex;
11015                         texture = surface->texture;
11016                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11017                                 continue;
11018                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11019                                 continue;
11020                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11021                 }
11022         }
11023         else
11024         {
11025                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11026                 {
11027                         surfaceindex = surfacelist[surfacelistindex];
11028                         surface = surfaces + surfaceindex;
11029                         // check cull box first because it rejects more than any other check
11030                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11031                                 continue;
11032                         // skip transparent surfaces
11033                         texture = surface->texture;
11034                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11035                                 continue;
11036                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11037                                 continue;
11038                         numtriangles = surface->num_triangles;
11039                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11040                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11041                 }
11042         }
11043 }
11044
11045 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11046 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11047 {
11048         int renderentityindex;
11049         float worldmins[3];
11050         float worldmaxs[3];
11051         entity_render_t *ent;
11052
11053         if (!cl_decals_newsystem.integer)
11054                 return;
11055
11056         worldmins[0] = worldorigin[0] - worldsize;
11057         worldmins[1] = worldorigin[1] - worldsize;
11058         worldmins[2] = worldorigin[2] - worldsize;
11059         worldmaxs[0] = worldorigin[0] + worldsize;
11060         worldmaxs[1] = worldorigin[1] + worldsize;
11061         worldmaxs[2] = worldorigin[2] + worldsize;
11062
11063         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11064
11065         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11066         {
11067                 ent = r_refdef.scene.entities[renderentityindex];
11068                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11069                         continue;
11070
11071                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11072         }
11073 }
11074
11075 typedef struct r_decalsystem_splatqueue_s
11076 {
11077         vec3_t worldorigin;
11078         vec3_t worldnormal;
11079         float color[4];
11080         float tcrange[4];
11081         float worldsize;
11082         int decalsequence;
11083 }
11084 r_decalsystem_splatqueue_t;
11085
11086 int r_decalsystem_numqueued = 0;
11087 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11088
11089 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)
11090 {
11091         r_decalsystem_splatqueue_t *queue;
11092
11093         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11094                 return;
11095
11096         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11097         VectorCopy(worldorigin, queue->worldorigin);
11098         VectorCopy(worldnormal, queue->worldnormal);
11099         Vector4Set(queue->color, r, g, b, a);
11100         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11101         queue->worldsize = worldsize;
11102         queue->decalsequence = cl.decalsequence++;
11103 }
11104
11105 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11106 {
11107         int i;
11108         r_decalsystem_splatqueue_t *queue;
11109
11110         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11111                 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);
11112         r_decalsystem_numqueued = 0;
11113 }
11114
11115 extern cvar_t cl_decals_max;
11116 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11117 {
11118         int i;
11119         decalsystem_t *decalsystem = &ent->decalsystem;
11120         int numdecals;
11121         int killsequence;
11122         tridecal_t *decal;
11123         float frametime;
11124         float lifetime;
11125
11126         if (!decalsystem->numdecals)
11127                 return;
11128
11129         if (r_showsurfaces.integer)
11130                 return;
11131
11132         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11133         {
11134                 R_DecalSystem_Reset(decalsystem);
11135                 return;
11136         }
11137
11138         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11139         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11140
11141         if (decalsystem->lastupdatetime)
11142                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11143         else
11144                 frametime = 0;
11145         decalsystem->lastupdatetime = r_refdef.scene.time;
11146         decal = decalsystem->decals;
11147         numdecals = decalsystem->numdecals;
11148
11149         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11150         {
11151                 if (decal->color4f[0][3])
11152                 {
11153                         decal->lived += frametime;
11154                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11155                         {
11156                                 memset(decal, 0, sizeof(*decal));
11157                                 if (decalsystem->freedecal > i)
11158                                         decalsystem->freedecal = i;
11159                         }
11160                 }
11161         }
11162         decal = decalsystem->decals;
11163         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11164                 numdecals--;
11165
11166         // collapse the array by shuffling the tail decals into the gaps
11167         for (;;)
11168         {
11169                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11170                         decalsystem->freedecal++;
11171                 if (decalsystem->freedecal == numdecals)
11172                         break;
11173                 decal[decalsystem->freedecal] = decal[--numdecals];
11174         }
11175
11176         decalsystem->numdecals = numdecals;
11177
11178         if (numdecals <= 0)
11179         {
11180                 // if there are no decals left, reset decalsystem
11181                 R_DecalSystem_Reset(decalsystem);
11182         }
11183 }
11184
11185 extern skinframe_t *decalskinframe;
11186 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11187 {
11188         int i;
11189         decalsystem_t *decalsystem = &ent->decalsystem;
11190         int numdecals;
11191         tridecal_t *decal;
11192         float faderate;
11193         float alpha;
11194         float *v3f;
11195         float *c4f;
11196         float *t2f;
11197         const int *e;
11198         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11199         int numtris = 0;
11200
11201         numdecals = decalsystem->numdecals;
11202         if (!numdecals)
11203                 return;
11204
11205         if (r_showsurfaces.integer)
11206                 return;
11207
11208         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11209         {
11210                 R_DecalSystem_Reset(decalsystem);
11211                 return;
11212         }
11213
11214         // if the model is static it doesn't matter what value we give for
11215         // wantnormals and wanttangents, so this logic uses only rules applicable
11216         // to a model, knowing that they are meaningless otherwise
11217         if (ent == r_refdef.scene.worldentity)
11218                 RSurf_ActiveWorldEntity();
11219         else
11220                 RSurf_ActiveModelEntity(ent, false, false, false);
11221
11222         decalsystem->lastupdatetime = r_refdef.scene.time;
11223         decal = decalsystem->decals;
11224
11225         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11226
11227         // update vertex positions for animated models
11228         v3f = decalsystem->vertex3f;
11229         c4f = decalsystem->color4f;
11230         t2f = decalsystem->texcoord2f;
11231         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11232         {
11233                 if (!decal->color4f[0][3])
11234                         continue;
11235
11236                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11237                         continue;
11238
11239                 // skip backfaces
11240                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11241                         continue;
11242
11243                 // update color values for fading decals
11244                 if (decal->lived >= cl_decals_time.value)
11245                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11246                 else
11247                         alpha = 1.0f;
11248
11249                 c4f[ 0] = decal->color4f[0][0] * alpha;
11250                 c4f[ 1] = decal->color4f[0][1] * alpha;
11251                 c4f[ 2] = decal->color4f[0][2] * alpha;
11252                 c4f[ 3] = 1;
11253                 c4f[ 4] = decal->color4f[1][0] * alpha;
11254                 c4f[ 5] = decal->color4f[1][1] * alpha;
11255                 c4f[ 6] = decal->color4f[1][2] * alpha;
11256                 c4f[ 7] = 1;
11257                 c4f[ 8] = decal->color4f[2][0] * alpha;
11258                 c4f[ 9] = decal->color4f[2][1] * alpha;
11259                 c4f[10] = decal->color4f[2][2] * alpha;
11260                 c4f[11] = 1;
11261
11262                 t2f[0] = decal->texcoord2f[0][0];
11263                 t2f[1] = decal->texcoord2f[0][1];
11264                 t2f[2] = decal->texcoord2f[1][0];
11265                 t2f[3] = decal->texcoord2f[1][1];
11266                 t2f[4] = decal->texcoord2f[2][0];
11267                 t2f[5] = decal->texcoord2f[2][1];
11268
11269                 // update vertex positions for animated models
11270                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11271                 {
11272                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11273                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11274                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11275                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11276                 }
11277                 else
11278                 {
11279                         VectorCopy(decal->vertex3f[0], v3f);
11280                         VectorCopy(decal->vertex3f[1], v3f + 3);
11281                         VectorCopy(decal->vertex3f[2], v3f + 6);
11282                 }
11283
11284                 if (r_refdef.fogenabled)
11285                 {
11286                         alpha = RSurf_FogVertex(v3f);
11287                         VectorScale(c4f, alpha, c4f);
11288                         alpha = RSurf_FogVertex(v3f + 3);
11289                         VectorScale(c4f + 4, alpha, c4f + 4);
11290                         alpha = RSurf_FogVertex(v3f + 6);
11291                         VectorScale(c4f + 8, alpha, c4f + 8);
11292                 }
11293
11294                 v3f += 9;
11295                 c4f += 12;
11296                 t2f += 6;
11297                 numtris++;
11298         }
11299
11300         if (numtris > 0)
11301         {
11302                 r_refdef.stats.drawndecals += numtris;
11303
11304                 // now render the decals all at once
11305                 // (this assumes they all use one particle font texture!)
11306                 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);
11307 //              R_Mesh_ResetTextureState();
11308                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11309                 GL_DepthMask(false);
11310                 GL_DepthRange(0, 1);
11311                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11312                 GL_DepthTest(true);
11313                 GL_CullFace(GL_NONE);
11314                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11315                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11316                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11317         }
11318 }
11319
11320 static void R_DrawModelDecals(void)
11321 {
11322         int i, numdecals;
11323
11324         // fade faster when there are too many decals
11325         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11326         for (i = 0;i < r_refdef.scene.numentities;i++)
11327                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11328
11329         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11330         for (i = 0;i < r_refdef.scene.numentities;i++)
11331                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11332                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11333
11334         R_DecalSystem_ApplySplatEntitiesQueue();
11335
11336         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11337         for (i = 0;i < r_refdef.scene.numentities;i++)
11338                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11339
11340         r_refdef.stats.totaldecals += numdecals;
11341
11342         if (r_showsurfaces.integer)
11343                 return;
11344
11345         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11346
11347         for (i = 0;i < r_refdef.scene.numentities;i++)
11348         {
11349                 if (!r_refdef.viewcache.entityvisible[i])
11350                         continue;
11351                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11352                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11353         }
11354 }
11355
11356 extern cvar_t mod_collision_bih;
11357 void R_DrawDebugModel(void)
11358 {
11359         entity_render_t *ent = rsurface.entity;
11360         int i, j, k, l, flagsmask;
11361         const msurface_t *surface;
11362         dp_model_t *model = ent->model;
11363         vec3_t v;
11364
11365         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11366                 return;
11367
11368         if (r_showoverdraw.value > 0)
11369         {
11370                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11371                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11372                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11373                 GL_DepthTest(false);
11374                 GL_DepthMask(false);
11375                 GL_DepthRange(0, 1);
11376                 GL_BlendFunc(GL_ONE, GL_ONE);
11377                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11378                 {
11379                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11380                                 continue;
11381                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11382                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11383                         {
11384                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11385                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11386                                 if (!rsurface.texture->currentlayers->depthmask)
11387                                         GL_Color(c, 0, 0, 1.0f);
11388                                 else if (ent == r_refdef.scene.worldentity)
11389                                         GL_Color(c, c, c, 1.0f);
11390                                 else
11391                                         GL_Color(0, c, 0, 1.0f);
11392                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11393                                 RSurf_DrawBatch();
11394                         }
11395                 }
11396                 rsurface.texture = NULL;
11397         }
11398
11399         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11400
11401 //      R_Mesh_ResetTextureState();
11402         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11403         GL_DepthRange(0, 1);
11404         GL_DepthTest(!r_showdisabledepthtest.integer);
11405         GL_DepthMask(false);
11406         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11407
11408         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11409         {
11410                 int triangleindex;
11411                 int bihleafindex;
11412                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11413                 const q3mbrush_t *brush;
11414                 const bih_t *bih = &model->collision_bih;
11415                 const bih_leaf_t *bihleaf;
11416                 float vertex3f[3][3];
11417                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11418                 cullbox = false;
11419                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11420                 {
11421                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11422                                 continue;
11423                         switch (bihleaf->type)
11424                         {
11425                         case BIH_BRUSH:
11426                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11427                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11428                                 {
11429                                         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);
11430                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11431                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11432                                 }
11433                                 break;
11434                         case BIH_COLLISIONTRIANGLE:
11435                                 triangleindex = bihleaf->itemindex;
11436                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11437                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11438                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11439                                 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);
11440                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11441                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11442                                 break;
11443                         case BIH_RENDERTRIANGLE:
11444                                 triangleindex = bihleaf->itemindex;
11445                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11446                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11447                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11448                                 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);
11449                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11450                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11451                                 break;
11452                         }
11453                 }
11454         }
11455
11456         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11457
11458 #ifndef USE_GLES2
11459         if (r_showtris.integer && qglPolygonMode)
11460         {
11461                 if (r_showdisabledepthtest.integer)
11462                 {
11463                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11464                         GL_DepthMask(false);
11465                 }
11466                 else
11467                 {
11468                         GL_BlendFunc(GL_ONE, GL_ZERO);
11469                         GL_DepthMask(true);
11470                 }
11471                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11472                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11473                 {
11474                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11475                                 continue;
11476                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11477                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11478                         {
11479                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11480                                 if (!rsurface.texture->currentlayers->depthmask)
11481                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11482                                 else if (ent == r_refdef.scene.worldentity)
11483                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11484                                 else
11485                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11486                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11487                                 RSurf_DrawBatch();
11488                         }
11489                 }
11490                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11491                 rsurface.texture = NULL;
11492         }
11493
11494         if (r_shownormals.value != 0 && qglBegin)
11495         {
11496                 if (r_showdisabledepthtest.integer)
11497                 {
11498                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11499                         GL_DepthMask(false);
11500                 }
11501                 else
11502                 {
11503                         GL_BlendFunc(GL_ONE, GL_ZERO);
11504                         GL_DepthMask(true);
11505                 }
11506                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11507                 {
11508                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11509                                 continue;
11510                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11511                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11512                         {
11513                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11514                                 qglBegin(GL_LINES);
11515                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11516                                 {
11517                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11518                                         {
11519                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11520                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11521                                                 qglVertex3f(v[0], v[1], v[2]);
11522                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11523                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11524                                                 qglVertex3f(v[0], v[1], v[2]);
11525                                         }
11526                                 }
11527                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11528                                 {
11529                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11530                                         {
11531                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11532                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11533                                                 qglVertex3f(v[0], v[1], v[2]);
11534                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11535                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11536                                                 qglVertex3f(v[0], v[1], v[2]);
11537                                         }
11538                                 }
11539                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11540                                 {
11541                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11542                                         {
11543                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11544                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11545                                                 qglVertex3f(v[0], v[1], v[2]);
11546                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11547                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11548                                                 qglVertex3f(v[0], v[1], v[2]);
11549                                         }
11550                                 }
11551                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11552                                 {
11553                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11554                                         {
11555                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11556                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11557                                                 qglVertex3f(v[0], v[1], v[2]);
11558                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11559                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11560                                                 qglVertex3f(v[0], v[1], v[2]);
11561                                         }
11562                                 }
11563                                 qglEnd();
11564                                 CHECKGLERROR
11565                         }
11566                 }
11567                 rsurface.texture = NULL;
11568         }
11569 #endif
11570 }
11571
11572 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11573 int r_maxsurfacelist = 0;
11574 const msurface_t **r_surfacelist = NULL;
11575 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11576 {
11577         int i, j, endj, flagsmask;
11578         dp_model_t *model = r_refdef.scene.worldmodel;
11579         msurface_t *surfaces;
11580         unsigned char *update;
11581         int numsurfacelist = 0;
11582         if (model == NULL)
11583                 return;
11584
11585         if (r_maxsurfacelist < model->num_surfaces)
11586         {
11587                 r_maxsurfacelist = model->num_surfaces;
11588                 if (r_surfacelist)
11589                         Mem_Free((msurface_t**)r_surfacelist);
11590                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11591         }
11592
11593         RSurf_ActiveWorldEntity();
11594
11595         surfaces = model->data_surfaces;
11596         update = model->brushq1.lightmapupdateflags;
11597
11598         // update light styles on this submodel
11599         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11600         {
11601                 model_brush_lightstyleinfo_t *style;
11602                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11603                 {
11604                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11605                         {
11606                                 int *list = style->surfacelist;
11607                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11608                                 for (j = 0;j < style->numsurfaces;j++)
11609                                         update[list[j]] = true;
11610                         }
11611                 }
11612         }
11613
11614         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11615
11616         if (debug)
11617         {
11618                 R_DrawDebugModel();
11619                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11620                 return;
11621         }
11622
11623         rsurface.lightmaptexture = NULL;
11624         rsurface.deluxemaptexture = NULL;
11625         rsurface.uselightmaptexture = false;
11626         rsurface.texture = NULL;
11627         rsurface.rtlight = NULL;
11628         numsurfacelist = 0;
11629         // add visible surfaces to draw list
11630         for (i = 0;i < model->nummodelsurfaces;i++)
11631         {
11632                 j = model->sortedmodelsurfaces[i];
11633                 if (r_refdef.viewcache.world_surfacevisible[j])
11634                         r_surfacelist[numsurfacelist++] = surfaces + j;
11635         }
11636         // update lightmaps if needed
11637         if (model->brushq1.firstrender)
11638         {
11639                 model->brushq1.firstrender = false;
11640                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11641                         if (update[j])
11642                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11643         }
11644         else if (update)
11645         {
11646                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11647                         if (r_refdef.viewcache.world_surfacevisible[j])
11648                                 if (update[j])
11649                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11650         }
11651         // don't do anything if there were no surfaces
11652         if (!numsurfacelist)
11653         {
11654                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11655                 return;
11656         }
11657         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11658
11659         // add to stats if desired
11660         if (r_speeds.integer && !skysurfaces && !depthonly)
11661         {
11662                 r_refdef.stats.world_surfaces += numsurfacelist;
11663                 for (j = 0;j < numsurfacelist;j++)
11664                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11665         }
11666
11667         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11668 }
11669
11670 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11671 {
11672         int i, j, endj, flagsmask;
11673         dp_model_t *model = ent->model;
11674         msurface_t *surfaces;
11675         unsigned char *update;
11676         int numsurfacelist = 0;
11677         if (model == NULL)
11678                 return;
11679
11680         if (r_maxsurfacelist < model->num_surfaces)
11681         {
11682                 r_maxsurfacelist = model->num_surfaces;
11683                 if (r_surfacelist)
11684                         Mem_Free((msurface_t **)r_surfacelist);
11685                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11686         }
11687
11688         // if the model is static it doesn't matter what value we give for
11689         // wantnormals and wanttangents, so this logic uses only rules applicable
11690         // to a model, knowing that they are meaningless otherwise
11691         if (ent == r_refdef.scene.worldentity)
11692                 RSurf_ActiveWorldEntity();
11693         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11694                 RSurf_ActiveModelEntity(ent, false, false, false);
11695         else if (prepass)
11696                 RSurf_ActiveModelEntity(ent, true, true, true);
11697         else if (depthonly)
11698         {
11699                 switch (vid.renderpath)
11700                 {
11701                 case RENDERPATH_GL20:
11702                 case RENDERPATH_D3D9:
11703                 case RENDERPATH_D3D10:
11704                 case RENDERPATH_D3D11:
11705                 case RENDERPATH_SOFT:
11706                 case RENDERPATH_GLES2:
11707                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11708                         break;
11709                 case RENDERPATH_GL11:
11710                 case RENDERPATH_GL13:
11711                 case RENDERPATH_GLES1:
11712                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11713                         break;
11714                 }
11715         }
11716         else
11717         {
11718                 switch (vid.renderpath)
11719                 {
11720                 case RENDERPATH_GL20:
11721                 case RENDERPATH_D3D9:
11722                 case RENDERPATH_D3D10:
11723                 case RENDERPATH_D3D11:
11724                 case RENDERPATH_SOFT:
11725                 case RENDERPATH_GLES2:
11726                         RSurf_ActiveModelEntity(ent, true, true, false);
11727                         break;
11728                 case RENDERPATH_GL11:
11729                 case RENDERPATH_GL13:
11730                 case RENDERPATH_GLES1:
11731                         RSurf_ActiveModelEntity(ent, true, false, false);
11732                         break;
11733                 }
11734         }
11735
11736         surfaces = model->data_surfaces;
11737         update = model->brushq1.lightmapupdateflags;
11738
11739         // update light styles
11740         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11741         {
11742                 model_brush_lightstyleinfo_t *style;
11743                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11744                 {
11745                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11746                         {
11747                                 int *list = style->surfacelist;
11748                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11749                                 for (j = 0;j < style->numsurfaces;j++)
11750                                         update[list[j]] = true;
11751                         }
11752                 }
11753         }
11754
11755         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11756
11757         if (debug)
11758         {
11759                 R_DrawDebugModel();
11760                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11761                 return;
11762         }
11763
11764         rsurface.lightmaptexture = NULL;
11765         rsurface.deluxemaptexture = NULL;
11766         rsurface.uselightmaptexture = false;
11767         rsurface.texture = NULL;
11768         rsurface.rtlight = NULL;
11769         numsurfacelist = 0;
11770         // add visible surfaces to draw list
11771         for (i = 0;i < model->nummodelsurfaces;i++)
11772                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11773         // don't do anything if there were no surfaces
11774         if (!numsurfacelist)
11775         {
11776                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11777                 return;
11778         }
11779         // update lightmaps if needed
11780         if (update)
11781         {
11782                 int updated = 0;
11783                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11784                 {
11785                         if (update[j])
11786                         {
11787                                 updated++;
11788                                 R_BuildLightMap(ent, surfaces + j);
11789                         }
11790                 }
11791         }
11792         if (update)
11793                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11794                         if (update[j])
11795                                 R_BuildLightMap(ent, surfaces + j);
11796         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11797
11798         // add to stats if desired
11799         if (r_speeds.integer && !skysurfaces && !depthonly)
11800         {
11801                 r_refdef.stats.entities_surfaces += numsurfacelist;
11802                 for (j = 0;j < numsurfacelist;j++)
11803                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11804         }
11805
11806         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11807 }
11808
11809 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11810 {
11811         static texture_t texture;
11812         static msurface_t surface;
11813         const msurface_t *surfacelist = &surface;
11814
11815         // fake enough texture and surface state to render this geometry
11816
11817         texture.update_lastrenderframe = -1; // regenerate this texture
11818         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11819         texture.currentskinframe = skinframe;
11820         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11821         texture.offsetmapping = OFFSETMAPPING_OFF;
11822         texture.offsetscale = 1;
11823         texture.specularscalemod = 1;
11824         texture.specularpowermod = 1;
11825
11826         surface.texture = &texture;
11827         surface.num_triangles = numtriangles;
11828         surface.num_firsttriangle = firsttriangle;
11829         surface.num_vertices = numvertices;
11830         surface.num_firstvertex = firstvertex;
11831
11832         // now render it
11833         rsurface.texture = R_GetCurrentTexture(surface.texture);
11834         rsurface.lightmaptexture = NULL;
11835         rsurface.deluxemaptexture = NULL;
11836         rsurface.uselightmaptexture = false;
11837         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11838 }
11839
11840 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)
11841 {
11842         static msurface_t surface;
11843         const msurface_t *surfacelist = &surface;
11844
11845         // fake enough texture and surface state to render this geometry
11846         surface.texture = texture;
11847         surface.num_triangles = numtriangles;
11848         surface.num_firsttriangle = firsttriangle;
11849         surface.num_vertices = numvertices;
11850         surface.num_firstvertex = firstvertex;
11851
11852         // now render it
11853         rsurface.texture = R_GetCurrentTexture(surface.texture);
11854         rsurface.lightmaptexture = NULL;
11855         rsurface.deluxemaptexture = NULL;
11856         rsurface.uselightmaptexture = false;
11857         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11858 }