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Fix UI corruption caused by poor handling of missing VBO with firstvertex > 0.
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26 #include "ft2.h"
27 #include "csprogs.h"
28 #include "cl_video.h"
29 #include "cl_collision.h"
30
31 #ifdef WIN32
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
33 #ifdef __cplusplus
34 extern "C" {
35 #endif
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
37 #ifdef __cplusplus
38 }
39 #endif
40 #endif
41
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
44
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
46
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
49 qboolean r_loadfog;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
53
54 //
55 // screen size info
56 //
57 r_refdef_t r_refdef;
58
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
71
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
77
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%,  10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
119
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
123
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
129
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
156
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
165
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
168
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
172
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
183
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
203
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
213
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
218
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
221
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
228
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
239
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
241
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
243
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
245
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
247
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
252
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
255
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
257
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
260 {
261         {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262         {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263         {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264         {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
265 };
266
267 extern cvar_t v_glslgamma_2d;
268
269 extern qboolean v_flipped_state;
270
271 r_framebufferstate_t r_fb;
272
273 /// shadow volume bsp struct with automatically growing nodes buffer
274 svbsp_t r_svbsp;
275
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
277
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
291
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
294 {
295         char basename[64];
296         rtexture_t *texture;
297 }
298 cubemapinfo_t;
299
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
302
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
306
307 typedef struct r_qwskincache_s
308 {
309         char name[MAX_QPATH];
310         skinframe_t *skinframe;
311 }
312 r_qwskincache_t;
313
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
316
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
320 {
321         0, 0, 0,
322         1, 0, 0,
323         1, 1, 0,
324         0, 1, 0
325 };
326
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
328 {
329         int i;
330         for (i = 0;i < verts;i++)
331         {
332                 out[0] = in[0] * r;
333                 out[1] = in[1] * g;
334                 out[2] = in[2] * b;
335                 out[3] = in[3];
336                 in += 4;
337                 out += 4;
338         }
339 }
340
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
342 {
343         int i;
344         for (i = 0;i < verts;i++)
345         {
346                 out[0] = r;
347                 out[1] = g;
348                 out[2] = b;
349                 out[3] = a;
350                 out += 4;
351         }
352 }
353
354 // FIXME: move this to client?
355 void FOG_clear(void)
356 {
357         if (gamemode == GAME_NEHAHRA)
358         {
359                 Cvar_Set("gl_fogenable", "0");
360                 Cvar_Set("gl_fogdensity", "0.2");
361                 Cvar_Set("gl_fogred", "0.3");
362                 Cvar_Set("gl_foggreen", "0.3");
363                 Cvar_Set("gl_fogblue", "0.3");
364         }
365         r_refdef.fog_density = 0;
366         r_refdef.fog_red = 0;
367         r_refdef.fog_green = 0;
368         r_refdef.fog_blue = 0;
369         r_refdef.fog_alpha = 1;
370         r_refdef.fog_start = 0;
371         r_refdef.fog_end = 16384;
372         r_refdef.fog_height = 1<<30;
373         r_refdef.fog_fadedepth = 128;
374         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
375 }
376
377 static void R_BuildBlankTextures(void)
378 {
379         unsigned char data[4];
380         data[2] = 128; // normal X
381         data[1] = 128; // normal Y
382         data[0] = 255; // normal Z
383         data[3] = 255; // height
384         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385         data[0] = 255;
386         data[1] = 255;
387         data[2] = 255;
388         data[3] = 255;
389         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390         data[0] = 128;
391         data[1] = 128;
392         data[2] = 128;
393         data[3] = 255;
394         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395         data[0] = 0;
396         data[1] = 0;
397         data[2] = 0;
398         data[3] = 255;
399         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 }
401
402 static void R_BuildNoTexture(void)
403 {
404         int x, y;
405         unsigned char pix[16][16][4];
406         // this makes a light grey/dark grey checkerboard texture
407         for (y = 0;y < 16;y++)
408         {
409                 for (x = 0;x < 16;x++)
410                 {
411                         if ((y < 8) ^ (x < 8))
412                         {
413                                 pix[y][x][0] = 128;
414                                 pix[y][x][1] = 128;
415                                 pix[y][x][2] = 128;
416                                 pix[y][x][3] = 255;
417                         }
418                         else
419                         {
420                                 pix[y][x][0] = 64;
421                                 pix[y][x][1] = 64;
422                                 pix[y][x][2] = 64;
423                                 pix[y][x][3] = 255;
424                         }
425                 }
426         }
427         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
428 }
429
430 static void R_BuildWhiteCube(void)
431 {
432         unsigned char data[6*1*1*4];
433         memset(data, 255, sizeof(data));
434         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
435 }
436
437 static void R_BuildNormalizationCube(void)
438 {
439         int x, y, side;
440         vec3_t v;
441         vec_t s, t, intensity;
442 #define NORMSIZE 64
443         unsigned char *data;
444         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445         for (side = 0;side < 6;side++)
446         {
447                 for (y = 0;y < NORMSIZE;y++)
448                 {
449                         for (x = 0;x < NORMSIZE;x++)
450                         {
451                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
453                                 switch(side)
454                                 {
455                                 default:
456                                 case 0:
457                                         v[0] = 1;
458                                         v[1] = -t;
459                                         v[2] = -s;
460                                         break;
461                                 case 1:
462                                         v[0] = -1;
463                                         v[1] = -t;
464                                         v[2] = s;
465                                         break;
466                                 case 2:
467                                         v[0] = s;
468                                         v[1] = 1;
469                                         v[2] = t;
470                                         break;
471                                 case 3:
472                                         v[0] = s;
473                                         v[1] = -1;
474                                         v[2] = -t;
475                                         break;
476                                 case 4:
477                                         v[0] = s;
478                                         v[1] = -t;
479                                         v[2] = 1;
480                                         break;
481                                 case 5:
482                                         v[0] = -s;
483                                         v[1] = -t;
484                                         v[2] = -1;
485                                         break;
486                                 }
487                                 intensity = 127.0f / sqrt(DotProduct(v, v));
488                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491                                 data[((side*64+y)*64+x)*4+3] = 255;
492                         }
493                 }
494         }
495         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
496         Mem_Free(data);
497 }
498
499 static void R_BuildFogTexture(void)
500 {
501         int x, b;
502 #define FOGWIDTH 256
503         unsigned char data1[FOGWIDTH][4];
504         //unsigned char data2[FOGWIDTH][4];
505         double d, r, alpha;
506
507         r_refdef.fogmasktable_start = r_refdef.fog_start;
508         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509         r_refdef.fogmasktable_range = r_refdef.fogrange;
510         r_refdef.fogmasktable_density = r_refdef.fog_density;
511
512         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
514         {
515                 d = (x * r - r_refdef.fogmasktable_start);
516                 if(developer_extra.integer)
517                         Con_DPrintf("%f ", d);
518                 d = max(0, d);
519                 if (r_fog_exp2.integer)
520                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
521                 else
522                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523                 if(developer_extra.integer)
524                         Con_DPrintf(" : %f ", alpha);
525                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526                 if(developer_extra.integer)
527                         Con_DPrintf(" = %f\n", alpha);
528                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
529         }
530
531         for (x = 0;x < FOGWIDTH;x++)
532         {
533                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
534                 data1[x][0] = b;
535                 data1[x][1] = b;
536                 data1[x][2] = b;
537                 data1[x][3] = 255;
538                 //data2[x][0] = 255 - b;
539                 //data2[x][1] = 255 - b;
540                 //data2[x][2] = 255 - b;
541                 //data2[x][3] = 255;
542         }
543         if (r_texture_fogattenuation)
544         {
545                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
547         }
548         else
549         {
550                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
552         }
553 }
554
555 static void R_BuildFogHeightTexture(void)
556 {
557         unsigned char *inpixels;
558         int size;
559         int x;
560         int y;
561         int j;
562         float c[4];
563         float f;
564         inpixels = NULL;
565         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566         if (r_refdef.fogheighttexturename[0])
567                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
568         if (!inpixels)
569         {
570                 r_refdef.fog_height_tablesize = 0;
571                 if (r_texture_fogheighttexture)
572                         R_FreeTexture(r_texture_fogheighttexture);
573                 r_texture_fogheighttexture = NULL;
574                 if (r_refdef.fog_height_table2d)
575                         Mem_Free(r_refdef.fog_height_table2d);
576                 r_refdef.fog_height_table2d = NULL;
577                 if (r_refdef.fog_height_table1d)
578                         Mem_Free(r_refdef.fog_height_table1d);
579                 r_refdef.fog_height_table1d = NULL;
580                 return;
581         }
582         size = image_width;
583         r_refdef.fog_height_tablesize = size;
584         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
587         Mem_Free(inpixels);
588         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
589         // average fog color table accounting for every fog layer between a point
590         // and the camera.  (Note: attenuation is handled separately!)
591         for (y = 0;y < size;y++)
592         {
593                 for (x = 0;x < size;x++)
594                 {
595                         Vector4Clear(c);
596                         f = 0;
597                         if (x < y)
598                         {
599                                 for (j = x;j <= y;j++)
600                                 {
601                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602                                         f++;
603                                 }
604                         }
605                         else
606                         {
607                                 for (j = x;j >= y;j--)
608                                 {
609                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610                                         f++;
611                                 }
612                         }
613                         f = 1.0f / f;
614                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
618                 }
619         }
620         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
621 }
622
623 //=======================================================================================================================================================
624
625 static const char *builtinshaderstrings[] =
626 {
627 #include "shader_glsl.h"
628 0
629 };
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *sourcebasename;
643         const char *extension;
644         const char **builtinshaderstrings;
645         const char *pretext;
646         const char *name;
647         char *filename;
648         char *builtinstring;
649         int builtincrc;
650 }
651 shadermodeinfo_t;
652
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
655 {
656         {"#define USEDIFFUSE\n", " diffuse"},
657         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658         {"#define USEVIEWTINT\n", " viewtint"},
659         {"#define USECOLORMAPPING\n", " colormapping"},
660         {"#define USESATURATION\n", " saturation"},
661         {"#define USEFOGINSIDE\n", " foginside"},
662         {"#define USEFOGOUTSIDE\n", " fogoutside"},
663         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665         {"#define USEGAMMARAMPS\n", " gammaramps"},
666         {"#define USECUBEFILTER\n", " cubefilter"},
667         {"#define USEGLOW\n", " glow"},
668         {"#define USEBLOOM\n", " bloom"},
669         {"#define USESPECULAR\n", " specular"},
670         {"#define USEPOSTPROCESSING\n", " postprocessing"},
671         {"#define USEREFLECTION\n", " reflection"},
672         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678         {"#define USEALPHAKILL\n", " alphakill"},
679         {"#define USEREFLECTCUBE\n", " reflectcube"},
680         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681         {"#define USEBOUNCEGRID\n", " bouncegrid"},
682         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683         {"#define USETRIPPY\n", " trippy"},
684         {"#define USEDEPTHRGB\n", " depthrgb"},
685         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686         {"#define USESKELETAL\n", " skeletal"},
687         {"#define USEOCCLUDE\n", " occlude"}
688 };
689
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
692 {
693         // SHADERLANGUAGE_GLSL
694         {
695                 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696                 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699                 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708                 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709                 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
712         },
713 };
714
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
717 {
718         /// hash lookup data
719         struct r_glsl_permutation_s *hashnext;
720         unsigned int mode;
721         dpuint64 permutation;
722
723         /// indicates if we have tried compiling this permutation already
724         qboolean compiled;
725         /// 0 if compilation failed
726         int program;
727         // texture units assigned to each detected uniform
728         int tex_Texture_First;
729         int tex_Texture_Second;
730         int tex_Texture_GammaRamps;
731         int tex_Texture_Normal;
732         int tex_Texture_Color;
733         int tex_Texture_Gloss;
734         int tex_Texture_Glow;
735         int tex_Texture_SecondaryNormal;
736         int tex_Texture_SecondaryColor;
737         int tex_Texture_SecondaryGloss;
738         int tex_Texture_SecondaryGlow;
739         int tex_Texture_Pants;
740         int tex_Texture_Shirt;
741         int tex_Texture_FogHeightTexture;
742         int tex_Texture_FogMask;
743         int tex_Texture_Lightmap;
744         int tex_Texture_Deluxemap;
745         int tex_Texture_Attenuation;
746         int tex_Texture_Cube;
747         int tex_Texture_Refraction;
748         int tex_Texture_Reflection;
749         int tex_Texture_ShadowMap2D;
750         int tex_Texture_CubeProjection;
751         int tex_Texture_ScreenNormalMap;
752         int tex_Texture_ScreenDiffuse;
753         int tex_Texture_ScreenSpecular;
754         int tex_Texture_ReflectMask;
755         int tex_Texture_ReflectCube;
756         int tex_Texture_BounceGrid;
757         /// locations of detected uniforms in program object, or -1 if not found
758         int loc_Texture_First;
759         int loc_Texture_Second;
760         int loc_Texture_GammaRamps;
761         int loc_Texture_Normal;
762         int loc_Texture_Color;
763         int loc_Texture_Gloss;
764         int loc_Texture_Glow;
765         int loc_Texture_SecondaryNormal;
766         int loc_Texture_SecondaryColor;
767         int loc_Texture_SecondaryGloss;
768         int loc_Texture_SecondaryGlow;
769         int loc_Texture_Pants;
770         int loc_Texture_Shirt;
771         int loc_Texture_FogHeightTexture;
772         int loc_Texture_FogMask;
773         int loc_Texture_Lightmap;
774         int loc_Texture_Deluxemap;
775         int loc_Texture_Attenuation;
776         int loc_Texture_Cube;
777         int loc_Texture_Refraction;
778         int loc_Texture_Reflection;
779         int loc_Texture_ShadowMap2D;
780         int loc_Texture_CubeProjection;
781         int loc_Texture_ScreenNormalMap;
782         int loc_Texture_ScreenDiffuse;
783         int loc_Texture_ScreenSpecular;
784         int loc_Texture_ReflectMask;
785         int loc_Texture_ReflectCube;
786         int loc_Texture_BounceGrid;
787         int loc_Alpha;
788         int loc_BloomBlur_Parameters;
789         int loc_ClientTime;
790         int loc_Color_Ambient;
791         int loc_Color_Diffuse;
792         int loc_Color_Specular;
793         int loc_Color_Glow;
794         int loc_Color_Pants;
795         int loc_Color_Shirt;
796         int loc_DeferredColor_Ambient;
797         int loc_DeferredColor_Diffuse;
798         int loc_DeferredColor_Specular;
799         int loc_DeferredMod_Diffuse;
800         int loc_DeferredMod_Specular;
801         int loc_DistortScaleRefractReflect;
802         int loc_EyePosition;
803         int loc_FogColor;
804         int loc_FogHeightFade;
805         int loc_FogPlane;
806         int loc_FogPlaneViewDist;
807         int loc_FogRangeRecip;
808         int loc_LightColor;
809         int loc_LightDir;
810         int loc_LightPosition;
811         int loc_OffsetMapping_ScaleSteps;
812         int loc_OffsetMapping_LodDistance;
813         int loc_OffsetMapping_Bias;
814         int loc_PixelSize;
815         int loc_ReflectColor;
816         int loc_ReflectFactor;
817         int loc_ReflectOffset;
818         int loc_RefractColor;
819         int loc_Saturation;
820         int loc_ScreenCenterRefractReflect;
821         int loc_ScreenScaleRefractReflect;
822         int loc_ScreenToDepth;
823         int loc_ShadowMap_Parameters;
824         int loc_ShadowMap_TextureScale;
825         int loc_SpecularPower;
826         int loc_Skeletal_Transform12;
827         int loc_UserVec1;
828         int loc_UserVec2;
829         int loc_UserVec3;
830         int loc_UserVec4;
831         int loc_ViewTintColor;
832         int loc_ViewToLight;
833         int loc_ModelToLight;
834         int loc_TexMatrix;
835         int loc_BackgroundTexMatrix;
836         int loc_ModelViewProjectionMatrix;
837         int loc_ModelViewMatrix;
838         int loc_PixelToScreenTexCoord;
839         int loc_ModelToReflectCube;
840         int loc_ShadowMapMatrix;
841         int loc_BloomColorSubtract;
842         int loc_NormalmapScrollBlend;
843         int loc_BounceGridMatrix;
844         int loc_BounceGridIntensity;
845         /// uniform block bindings
846         int ubibind_Skeletal_Transform12_UniformBlock;
847         /// uniform block indices
848         int ubiloc_Skeletal_Transform12_UniformBlock;
849 }
850 r_glsl_permutation_t;
851
852 #define SHADERPERMUTATION_HASHSIZE 256
853
854
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
857 enum
858 {
859         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
865         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
867         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
873 };
874 #define SHADERSTATICPARMS_COUNT 14
875
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
878
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
881
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
885 {
886         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
889
890         // detect all
891         if (r_glsl_saturation_redcompensate.integer)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893         if (r_glsl_vertextextureblend_usebothalphas.integer)
894                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895         if (r_shadow_glossexact.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897         if (r_glsl_postprocess.integer)
898         {
899                 if (r_glsl_postprocess_uservec1_enable.integer)
900                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901                 if (r_glsl_postprocess_uservec2_enable.integer)
902                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903                 if (r_glsl_postprocess_uservec3_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905                 if (r_glsl_postprocess_uservec4_enable.integer)
906                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
907         }
908         if (r_fxaa.integer)
909                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
912
913         if (r_shadow_shadowmapsampler)
914                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915         if (r_shadow_shadowmappcf > 1)
916                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917         else if (r_shadow_shadowmappcf)
918                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919         if (r_celshading.integer)
920                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921         if (r_celoutlines.integer)
922                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
923
924         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
925 }
926
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
930         else \
931                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
933 {
934         shaderstaticparms_count = 0;
935
936         // emit all
937         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
951 }
952
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
959
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
961 {
962         //unsigned int hashdepth = 0;
963         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964         r_glsl_permutation_t *p;
965         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
966         {
967                 if (p->mode == mode && p->permutation == permutation)
968                 {
969                         //if (hashdepth > 10)
970                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
971                         return p;
972                 }
973                 //hashdepth++;
974         }
975         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
976         p->mode = mode;
977         p->permutation = permutation;
978         p->hashnext = r_glsl_permutationhash[mode][hashindex];
979         r_glsl_permutationhash[mode][hashindex] = p;
980         //if (hashdepth > 10)
981         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
982         return p;
983 }
984
985 static char *R_ShaderStrCat(const char **strings)
986 {
987         char *string, *s;
988         const char **p = strings;
989         const char *t;
990         size_t len = 0;
991         for (p = strings;(t = *p);p++)
992                 len += strlen(t);
993         len++;
994         s = string = (char *)Mem_Alloc(r_main_mempool, len);
995         len = 0;
996         for (p = strings;(t = *p);p++)
997         {
998                 len = strlen(t);
999                 memcpy(s, t, len);
1000                 s += len;
1001         }
1002         *s = 0;
1003         return string;
1004 }
1005
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1008 {
1009         int i, language;
1010         shadermodeinfo_t *modeinfo;
1011         // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012         for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1013         {
1014                 for (i = 0; i < SHADERMODE_COUNT; i++)
1015                 {
1016                         char filename[MAX_QPATH];
1017                         modeinfo = &shadermodeinfo[language][i];
1018                         modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019                         modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020                         dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021                         modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1022                 }
1023         }
1024 }
1025
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1027 {
1028         char *shaderstring;
1029         // if the mode has no filename we have to return the builtin string
1030         if (builtinonly || !modeinfo->filename)
1031                 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032         // note that FS_LoadFile appends a 0 byte to make it a valid string
1033         shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1034         if (shaderstring)
1035         {
1036                 if (printfromdisknotice)
1037                         Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038                 return shaderstring;
1039         }
1040         // fall back to builtinstring
1041         return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1042 }
1043
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1045 {
1046         int i;
1047         int ubibind;
1048         int sampler;
1049         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1050         char *sourcestring;
1051         char permutationname[256];
1052         int vertstrings_count = 0;
1053         int geomstrings_count = 0;
1054         int fragstrings_count = 0;
1055         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1058
1059         if (p->compiled)
1060                 return;
1061         p->compiled = true;
1062         p->program = 0;
1063
1064         permutationname[0] = 0;
1065         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1066
1067         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1068
1069         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070         if(vid.support.glshaderversion >= 140)
1071         {
1072                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1078         }
1079         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080         else if(vid.support.glshaderversion >= 130)
1081         {
1082                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1088         }
1089         // if we can do #version 120, we should (this adds the invariant keyword)
1090         else if(vid.support.glshaderversion >= 120)
1091         {
1092                 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093                 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094                 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095                 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096                 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097                 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1098         }
1099         // GLES also adds several things from GLSL120
1100         switch(vid.renderpath)
1101         {
1102         case RENDERPATH_GLES2:
1103                 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104                 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105                 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1106                 break;
1107         default:
1108                 break;
1109         }
1110
1111         // the first pretext is which type of shader to compile as
1112         // (later these will all be bound together as a program object)
1113         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1116
1117         // the second pretext is the mode (for example a light source)
1118         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1122
1123         // now add all the permutation pretexts
1124         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1125         {
1126                 if (permutation & (1ll<<i))
1127                 {
1128                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1132                 }
1133                 else
1134                 {
1135                         // keep line numbers correct
1136                         vertstrings_list[vertstrings_count++] = "\n";
1137                         geomstrings_list[geomstrings_count++] = "\n";
1138                         fragstrings_list[fragstrings_count++] = "\n";
1139                 }
1140         }
1141
1142         // add static parms
1143         R_CompileShader_AddStaticParms(mode, permutation);
1144         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145         vertstrings_count += shaderstaticparms_count;
1146         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147         geomstrings_count += shaderstaticparms_count;
1148         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149         fragstrings_count += shaderstaticparms_count;
1150
1151         // now append the shader text itself
1152         vertstrings_list[vertstrings_count++] = sourcestring;
1153         geomstrings_list[geomstrings_count++] = sourcestring;
1154         fragstrings_list[fragstrings_count++] = sourcestring;
1155
1156         // we don't currently use geometry shaders for anything, so just empty the list
1157         geomstrings_count = 0;
1158
1159         // compile the shader program
1160         if (vertstrings_count + geomstrings_count + fragstrings_count)
1161                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162         if (p->program)
1163         {
1164                 CHECKGLERROR
1165                 qglUseProgram(p->program);CHECKGLERROR
1166                 // look up all the uniform variable names we care about, so we don't
1167                 // have to look them up every time we set them
1168
1169 #if 0
1170                 // debugging aid
1171                 {
1172                         GLint activeuniformindex = 0;
1173                         GLint numactiveuniforms = 0;
1174                         char uniformname[128];
1175                         GLsizei uniformnamelength = 0;
1176                         GLint uniformsize = 0;
1177                         GLenum uniformtype = 0;
1178                         memset(uniformname, 0, sizeof(uniformname));
1179                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1180                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1181                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1182                         {
1183                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1184                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1185                         }
1186                 }
1187 #endif
1188
1189                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1190                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1191                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1192                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1193                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1194                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1195                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1196                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1197                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1198                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1199                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1200                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1201                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1202                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1203                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1204                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1205                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1206                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1207                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1208                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1209                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1210                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1211                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1212                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1213                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1214                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1215                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1216                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1217                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1218                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1219                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1220                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1221                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1222                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1223                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1224                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1225                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1226                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1227                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1228                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1229                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1230                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1231                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1232                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1233                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1234                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1235                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1236                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1237                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1238                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1239                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1240                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1241                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1242                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1243                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1244                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1245                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1246                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1247                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1248                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1249                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1250                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1251                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1252                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1253                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1254                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1255                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1256                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1257                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1258                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1259                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1260                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1261                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1262                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1263                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1264                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1265                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1266                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1267                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1268                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1269                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1270                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1271                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1272                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1273                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1274                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1275                 // initialize the samplers to refer to the texture units we use
1276                 p->tex_Texture_First = -1;
1277                 p->tex_Texture_Second = -1;
1278                 p->tex_Texture_GammaRamps = -1;
1279                 p->tex_Texture_Normal = -1;
1280                 p->tex_Texture_Color = -1;
1281                 p->tex_Texture_Gloss = -1;
1282                 p->tex_Texture_Glow = -1;
1283                 p->tex_Texture_SecondaryNormal = -1;
1284                 p->tex_Texture_SecondaryColor = -1;
1285                 p->tex_Texture_SecondaryGloss = -1;
1286                 p->tex_Texture_SecondaryGlow = -1;
1287                 p->tex_Texture_Pants = -1;
1288                 p->tex_Texture_Shirt = -1;
1289                 p->tex_Texture_FogHeightTexture = -1;
1290                 p->tex_Texture_FogMask = -1;
1291                 p->tex_Texture_Lightmap = -1;
1292                 p->tex_Texture_Deluxemap = -1;
1293                 p->tex_Texture_Attenuation = -1;
1294                 p->tex_Texture_Cube = -1;
1295                 p->tex_Texture_Refraction = -1;
1296                 p->tex_Texture_Reflection = -1;
1297                 p->tex_Texture_ShadowMap2D = -1;
1298                 p->tex_Texture_CubeProjection = -1;
1299                 p->tex_Texture_ScreenNormalMap = -1;
1300                 p->tex_Texture_ScreenDiffuse = -1;
1301                 p->tex_Texture_ScreenSpecular = -1;
1302                 p->tex_Texture_ReflectMask = -1;
1303                 p->tex_Texture_ReflectCube = -1;
1304                 p->tex_Texture_BounceGrid = -1;
1305                 // bind the texture samplers in use
1306                 sampler = 0;
1307                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1308                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1309                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1310                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1311                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1312                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1313                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1314                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1315                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1316                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1317                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1318                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1319                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1320                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1321                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1322                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1323                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1324                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1325                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1326                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1327                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1328                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1329                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1330                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1331                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1332                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1333                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1334                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1335                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1336                 // get the uniform block indices so we can bind them
1337                 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1338 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1339                 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1340 #endif
1341                 // clear the uniform block bindings
1342                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1343                 // bind the uniform blocks in use
1344                 ubibind = 0;
1345 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1346                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1347 #endif
1348                 // we're done compiling and setting up the shader, at least until it is used
1349                 CHECKGLERROR
1350                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1351         }
1352         else
1353                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1354
1355         // free the strings
1356         if (sourcestring)
1357                 Mem_Free(sourcestring);
1358 }
1359
1360 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1361 {
1362         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1363         if (r_glsl_permutation != perm)
1364         {
1365                 r_glsl_permutation = perm;
1366                 if (!r_glsl_permutation->program)
1367                 {
1368                         if (!r_glsl_permutation->compiled)
1369                         {
1370                                 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1371                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1372                         }
1373                         if (!r_glsl_permutation->program)
1374                         {
1375                                 // remove features until we find a valid permutation
1376                                 int i;
1377                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1378                                 {
1379                                         // reduce i more quickly whenever it would not remove any bits
1380                                         dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1381                                         if (!(permutation & j))
1382                                                 continue;
1383                                         permutation -= j;
1384                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1385                                         if (!r_glsl_permutation->compiled)
1386                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1387                                         if (r_glsl_permutation->program)
1388                                                 break;
1389                                 }
1390                                 if (i >= SHADERPERMUTATION_COUNT)
1391                                 {
1392                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1393                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1394                                         qglUseProgram(0);CHECKGLERROR
1395                                         return; // no bit left to clear, entire mode is broken
1396                                 }
1397                         }
1398                 }
1399                 CHECKGLERROR
1400                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1401         }
1402         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1403         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1404         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1405         CHECKGLERROR
1406 }
1407
1408 void R_GLSL_Restart_f(void)
1409 {
1410         unsigned int i, limit;
1411         switch(vid.renderpath)
1412         {
1413         case RENDERPATH_GL32:
1414         case RENDERPATH_GLES2:
1415                 {
1416                         r_glsl_permutation_t *p;
1417                         r_glsl_permutation = NULL;
1418                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1419                         for (i = 0;i < limit;i++)
1420                         {
1421                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1422                                 {
1423                                         GL_Backend_FreeProgram(p->program);
1424                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1425                                 }
1426                         }
1427                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1428                 }
1429                 break;
1430         }
1431 }
1432
1433 static void R_GLSL_DumpShader_f(void)
1434 {
1435         int i, language, mode, dupe;
1436         char *text;
1437         shadermodeinfo_t *modeinfo;
1438         qfile_t *file;
1439
1440         for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1441         {
1442                 modeinfo = shadermodeinfo[language];
1443                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1444                 {
1445                         // don't dump the same file multiple times (most or all shaders come from the same file)
1446                         for (dupe = mode - 1;dupe >= 0;dupe--)
1447                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1448                                         break;
1449                         if (dupe >= 0)
1450                                 continue;
1451                         text = modeinfo[mode].builtinstring;
1452                         if (!text)
1453                                 continue;
1454                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1455                         if (file)
1456                         {
1457                                 FS_Print(file, "/* The engine may define the following macros:\n");
1458                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1459                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1460                                         FS_Print(file, modeinfo[i].pretext);
1461                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1462                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1463                                 FS_Print(file, "*/\n");
1464                                 FS_Print(file, text);
1465                                 FS_Close(file);
1466                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1467                         }
1468                         else
1469                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1470                 }
1471         }
1472 }
1473
1474 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1475 {
1476         dpuint64 permutation = 0;
1477         if (r_trippy.integer && !notrippy)
1478                 permutation |= SHADERPERMUTATION_TRIPPY;
1479         permutation |= SHADERPERMUTATION_VIEWTINT;
1480         if (t)
1481                 permutation |= SHADERPERMUTATION_DIFFUSE;
1482         if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1483                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1484         if (suppresstexalpha)
1485                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1486         if (vid.allowalphatocoverage)
1487                 GL_AlphaToCoverage(false);
1488         switch (vid.renderpath)
1489         {
1490         case RENDERPATH_GL32:
1491         case RENDERPATH_GLES2:
1492                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1493                 if (r_glsl_permutation->tex_Texture_First >= 0)
1494                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1495                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1496                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1497                 break;
1498         }
1499 }
1500
1501 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1502 {
1503         R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1504 }
1505
1506 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1507 {
1508         dpuint64 permutation = 0;
1509         if (r_trippy.integer && !notrippy)
1510                 permutation |= SHADERPERMUTATION_TRIPPY;
1511         if (depthrgb)
1512                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1513         if (skeletal)
1514                 permutation |= SHADERPERMUTATION_SKELETAL;
1515
1516         if (vid.allowalphatocoverage)
1517                 GL_AlphaToCoverage(false);
1518         switch (vid.renderpath)
1519         {
1520         case RENDERPATH_GL32:
1521         case RENDERPATH_GLES2:
1522                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1523 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1524                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1525 #endif
1526                 break;
1527         }
1528 }
1529
1530 #define BLENDFUNC_ALLOWS_COLORMOD      1
1531 #define BLENDFUNC_ALLOWS_FOG           2
1532 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
1533 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1534 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1535 static int R_BlendFuncFlags(int src, int dst)
1536 {
1537         int r = 0;
1538
1539         // a blendfunc allows colormod if:
1540         // a) it can never keep the destination pixel invariant, or
1541         // b) it can keep the destination pixel invariant, and still can do so if colormodded
1542         // this is to prevent unintended side effects from colormod
1543
1544         // a blendfunc allows fog if:
1545         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1546         // this is to prevent unintended side effects from fog
1547
1548         // these checks are the output of fogeval.pl
1549
1550         r |= BLENDFUNC_ALLOWS_COLORMOD;
1551         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1553         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1555         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1558         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1559         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1560         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1561         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1562         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1563         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1564         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1565         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1566         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1567         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1569         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1570         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1571         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1572
1573         return r;
1574 }
1575
1576 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1577 {
1578         // select a permutation of the lighting shader appropriate to this
1579         // combination of texture, entity, light source, and fogging, only use the
1580         // minimum features necessary to avoid wasting rendering time in the
1581         // fragment shader on features that are not being used
1582         dpuint64 permutation = 0;
1583         unsigned int mode = 0;
1584         int blendfuncflags;
1585         texture_t *t = rsurface.texture;
1586         float m16f[16];
1587         matrix4x4_t tempmatrix;
1588         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1589         if (r_trippy.integer && !notrippy)
1590                 permutation |= SHADERPERMUTATION_TRIPPY;
1591         if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1592                 permutation |= SHADERPERMUTATION_ALPHAKILL;
1593         if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1594                 permutation |= SHADERPERMUTATION_OCCLUDE;
1595         if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1596                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1597         if (rsurfacepass == RSURFPASS_BACKGROUND)
1598         {
1599                 // distorted background
1600                 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1601                 {
1602                         mode = SHADERMODE_WATER;
1603                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1604                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1605                         if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1606                         {
1607                                 // this is the right thing to do for wateralpha
1608                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1609                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1610                         }
1611                         else
1612                         {
1613                                 // this is the right thing to do for entity alpha
1614                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1615                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616                         }
1617                 }
1618                 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1619                 {
1620                         mode = SHADERMODE_REFRACTION;
1621                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1622                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1623                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1624                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625                 }
1626                 else
1627                 {
1628                         mode = SHADERMODE_GENERIC;
1629                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1630                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1631                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1632                 }
1633                 if (vid.allowalphatocoverage)
1634                         GL_AlphaToCoverage(false);
1635         }
1636         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1637         {
1638                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1639                 {
1640                         switch(t->offsetmapping)
1641                         {
1642                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1643                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1644                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645                         case OFFSETMAPPING_OFF: break;
1646                         }
1647                 }
1648                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1649                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1650                 // normalmap (deferred prepass), may use alpha test on diffuse
1651                 mode = SHADERMODE_DEFERREDGEOMETRY;
1652                 GL_BlendFunc(GL_ONE, GL_ZERO);
1653                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1654                 if (vid.allowalphatocoverage)
1655                         GL_AlphaToCoverage(false);
1656         }
1657         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1658         {
1659                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1660                 {
1661                         switch(t->offsetmapping)
1662                         {
1663                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1664                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1665                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1666                         case OFFSETMAPPING_OFF: break;
1667                         }
1668                 }
1669                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1670                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1671                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1672                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1673                 // light source
1674                 mode = SHADERMODE_LIGHTSOURCE;
1675                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1676                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1677                 if (VectorLength2(rtlightdiffuse) > 0)
1678                         permutation |= SHADERPERMUTATION_DIFFUSE;
1679                 if (VectorLength2(rtlightspecular) > 0)
1680                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1681                 if (r_refdef.fogenabled)
1682                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1683                 if (t->colormapping)
1684                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1685                 if (r_shadow_usingshadowmap2d)
1686                 {
1687                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1688                         if(r_shadow_shadowmapvsdct)
1689                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1690
1691                         if (r_shadow_shadowmap2ddepthbuffer)
1692                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1693                 }
1694                 if (t->reflectmasktexture)
1695                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1696                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1697                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1698                 if (vid.allowalphatocoverage)
1699                         GL_AlphaToCoverage(false);
1700         }
1701         else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1702         {
1703                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1704                 {
1705                         switch(t->offsetmapping)
1706                         {
1707                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1708                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1709                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1710                         case OFFSETMAPPING_OFF: break;
1711                         }
1712                 }
1713                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1714                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1715                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1716                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1717                 // directional model lighting
1718                 mode = SHADERMODE_LIGHTDIRECTION;
1719                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1720                         permutation |= SHADERPERMUTATION_GLOW;
1721                 if (VectorLength2(t->render_modellight_diffuse))
1722                         permutation |= SHADERPERMUTATION_DIFFUSE;
1723                 if (VectorLength2(t->render_modellight_specular) > 0)
1724                         permutation |= SHADERPERMUTATION_SPECULAR;
1725                 if (r_refdef.fogenabled)
1726                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1727                 if (t->colormapping)
1728                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1729                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1730                 {
1731                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1732                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1733
1734                         if (r_shadow_shadowmap2ddepthbuffer)
1735                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1736                 }
1737                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1738                         permutation |= SHADERPERMUTATION_REFLECTION;
1739                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1740                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1741                 if (t->reflectmasktexture)
1742                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1743                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1744                 {
1745                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1746                         if (r_shadow_bouncegrid_state.directional)
1747                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1748                 }
1749                 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1750                 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1751                 // when using alphatocoverage, we don't need alphakill
1752                 if (vid.allowalphatocoverage)
1753                 {
1754                         if (r_transparent_alphatocoverage.integer)
1755                         {
1756                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1757                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1758                         }
1759                         else
1760                                 GL_AlphaToCoverage(false);
1761                 }
1762         }
1763         else
1764         {
1765                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1766                 {
1767                         switch(t->offsetmapping)
1768                         {
1769                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1770                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1771                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1772                         case OFFSETMAPPING_OFF: break;
1773                         }
1774                 }
1775                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1776                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1777                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1778                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1779                 // lightmapped wall
1780                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1781                         permutation |= SHADERPERMUTATION_GLOW;
1782                 if (r_refdef.fogenabled)
1783                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1784                 if (t->colormapping)
1785                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1786                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1787                 {
1788                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1789                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1790
1791                         if (r_shadow_shadowmap2ddepthbuffer)
1792                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1793                 }
1794                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1795                         permutation |= SHADERPERMUTATION_REFLECTION;
1796                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1797                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1798                 if (t->reflectmasktexture)
1799                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1800                 if (FAKELIGHT_ENABLED)
1801                 {
1802                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
1803                         mode = SHADERMODE_FAKELIGHT;
1804                         permutation |= SHADERPERMUTATION_DIFFUSE;
1805                         if (VectorLength2(t->render_lightmap_specular) > 0)
1806                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1807                 }
1808                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1809                 {
1810                         // deluxemapping (light direction texture)
1811                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1812                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1813                         else
1814                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1815                         permutation |= SHADERPERMUTATION_DIFFUSE;
1816                         if (VectorLength2(t->render_lightmap_specular) > 0)
1817                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1818                 }
1819                 else if (r_glsl_deluxemapping.integer >= 2)
1820                 {
1821                         // fake deluxemapping (uniform light direction in tangentspace)
1822                         if (rsurface.uselightmaptexture)
1823                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1824                         else
1825                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1826                         permutation |= SHADERPERMUTATION_DIFFUSE;
1827                         if (VectorLength2(t->render_lightmap_specular) > 0)
1828                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1829                 }
1830                 else if (rsurface.uselightmaptexture)
1831                 {
1832                         // ordinary lightmapping (q1bsp, q3bsp)
1833                         mode = SHADERMODE_LIGHTMAP;
1834                 }
1835                 else
1836                 {
1837                         // ordinary vertex coloring (q3bsp)
1838                         mode = SHADERMODE_VERTEXCOLOR;
1839                 }
1840                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1841                 {
1842                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1843                         if (r_shadow_bouncegrid_state.directional)
1844                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1845                 }
1846                 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1847                 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1848                 // when using alphatocoverage, we don't need alphakill
1849                 if (vid.allowalphatocoverage)
1850                 {
1851                         if (r_transparent_alphatocoverage.integer)
1852                         {
1853                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1854                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1855                         }
1856                         else
1857                                 GL_AlphaToCoverage(false);
1858                 }
1859         }
1860         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1861                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1862         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1863                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1864         switch(vid.renderpath)
1865         {
1866         case RENDERPATH_GL32:
1867         case RENDERPATH_GLES2:
1868                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1869                 RSurf_UploadBuffersForBatch();
1870                 // this has to be after RSurf_PrepareVerticesForBatch
1871                 if (rsurface.batchskeletaltransform3x4buffer)
1872                         permutation |= SHADERPERMUTATION_SKELETAL;
1873                 R_SetupShader_SetPermutationGLSL(mode, permutation);
1874 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1875                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1876 #endif
1877                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1878                 if (mode == SHADERMODE_LIGHTSOURCE)
1879                 {
1880                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1881                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1882                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1883                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1884                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1885                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1886         
1887                         // additive passes are only darkened by fog, not tinted
1888                         if (r_glsl_permutation->loc_FogColor >= 0)
1889                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1890                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1891                 }
1892                 else
1893                 {
1894                         if (mode == SHADERMODE_FLATCOLOR)
1895                         {
1896                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1897                         }
1898                         else if (mode == SHADERMODE_LIGHTDIRECTION)
1899                         {
1900                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1901                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1902                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1903                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1904                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1905                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1906                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1907                         }
1908                         else
1909                         {
1910                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1911                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1912                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1913                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1914                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1915                         }
1916                         // additive passes are only darkened by fog, not tinted
1917                         if (r_glsl_permutation->loc_FogColor >= 0)
1918                         {
1919                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1920                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1921                                 else
1922                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1923                         }
1924                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1925                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1926                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1927                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1928                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1929                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1930                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1931                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1932                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1933                 }
1934                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1935                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1936                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1937                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1938                 {
1939                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1940                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1941                 }
1942                 else
1943                 {
1944                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1945                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1946                 }
1947
1948                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1949                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1950                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1951                 if (r_glsl_permutation->loc_Color_Pants >= 0)
1952                 {
1953                         if (t->pantstexture)
1954                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1955                         else
1956                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1957                 }
1958                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1959                 {
1960                         if (t->shirttexture)
1961                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1962                         else
1963                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1964                 }
1965                 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]);
1966                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1967                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1968                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1969                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1970                                 r_glsl_offsetmapping_scale.value*t->offsetscale,
1971                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1972                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1973                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1974                         );
1975                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1976                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1977                 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]);
1978                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1979                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1980                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1981
1982                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
1983                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
1984                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
1985                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , t->nmaptexture                       );
1986                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , t->basetexture                       );
1987                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , t->glosstexture                      );
1988                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , t->glowtexture                       );
1989                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , t->backgroundnmaptexture             );
1990                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , t->backgroundbasetexture             );
1991                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , t->backgroundglosstexture            );
1992                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , t->backgroundglowtexture             );
1993                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , t->pantstexture                      );
1994                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , t->shirttexture                      );
1995                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , t->reflectmasktexture                );
1996                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1997                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
1998                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
1999                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2000                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2001                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2002                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2003                 {
2004                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2005                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2006                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2007                 }
2008                 else
2009                 {
2010                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2011                 }
2012                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2013                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2014                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2015                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2016                 {
2017                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2018                         if (rsurface.rtlight)
2019                         {
2020                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2021                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2022                         }
2023                 }
2024                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2025                 CHECKGLERROR
2026                 break;
2027         }
2028 }
2029
2030 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2031 {
2032         // select a permutation of the lighting shader appropriate to this
2033         // combination of texture, entity, light source, and fogging, only use the
2034         // minimum features necessary to avoid wasting rendering time in the
2035         // fragment shader on features that are not being used
2036         dpuint64 permutation = 0;
2037         unsigned int mode = 0;
2038         const float *lightcolorbase = rtlight->currentcolor;
2039         float ambientscale = rtlight->ambientscale;
2040         float diffusescale = rtlight->diffusescale;
2041         float specularscale = rtlight->specularscale;
2042         // this is the location of the light in view space
2043         vec3_t viewlightorigin;
2044         // this transforms from view space (camera) to light space (cubemap)
2045         matrix4x4_t viewtolight;
2046         matrix4x4_t lighttoview;
2047         float viewtolight16f[16];
2048         // light source
2049         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2050         if (rtlight->currentcubemap != r_texture_whitecube)
2051                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2052         if (diffusescale > 0)
2053                 permutation |= SHADERPERMUTATION_DIFFUSE;
2054         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2055                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2056         if (r_shadow_usingshadowmap2d)
2057         {
2058                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2059                 if (r_shadow_shadowmapvsdct)
2060                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2061
2062                 if (r_shadow_shadowmap2ddepthbuffer)
2063                         permutation |= SHADERPERMUTATION_DEPTHRGB;
2064         }
2065         if (vid.allowalphatocoverage)
2066                 GL_AlphaToCoverage(false);
2067         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2068         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2069         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2070         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2071         switch(vid.renderpath)
2072         {
2073         case RENDERPATH_GL32:
2074         case RENDERPATH_GLES2:
2075                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2076                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2077                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2078                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2079                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2080                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2081                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2082                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2083                 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);
2084                 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]);
2085                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
2086
2087                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2088                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2089                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2090                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
2091                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2092                 break;
2093         }
2094 }
2095
2096 #define SKINFRAME_HASH 1024
2097
2098 typedef struct
2099 {
2100         unsigned int loadsequence; // incremented each level change
2101         memexpandablearray_t array;
2102         skinframe_t *hash[SKINFRAME_HASH];
2103 }
2104 r_skinframe_t;
2105 r_skinframe_t r_skinframe;
2106
2107 void R_SkinFrame_PrepareForPurge(void)
2108 {
2109         r_skinframe.loadsequence++;
2110         // wrap it without hitting zero
2111         if (r_skinframe.loadsequence >= 200)
2112                 r_skinframe.loadsequence = 1;
2113 }
2114
2115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2116 {
2117         if (!skinframe)
2118                 return;
2119         // mark the skinframe as used for the purging code
2120         skinframe->loadsequence = r_skinframe.loadsequence;
2121 }
2122
2123 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2124 {
2125         if (s == NULL)
2126                 return;
2127         if (s->merged == s->base)
2128                 s->merged = NULL;
2129         R_PurgeTexture(s->stain); s->stain = NULL;
2130         R_PurgeTexture(s->merged); s->merged = NULL;
2131         R_PurgeTexture(s->base); s->base = NULL;
2132         R_PurgeTexture(s->pants); s->pants = NULL;
2133         R_PurgeTexture(s->shirt); s->shirt = NULL;
2134         R_PurgeTexture(s->nmap); s->nmap = NULL;
2135         R_PurgeTexture(s->gloss); s->gloss = NULL;
2136         R_PurgeTexture(s->glow); s->glow = NULL;
2137         R_PurgeTexture(s->fog); s->fog = NULL;
2138         R_PurgeTexture(s->reflect); s->reflect = NULL;
2139         s->loadsequence = 0;
2140 }
2141
2142 void R_SkinFrame_Purge(void)
2143 {
2144         int i;
2145         skinframe_t *s;
2146         for (i = 0;i < SKINFRAME_HASH;i++)
2147         {
2148                 for (s = r_skinframe.hash[i];s;s = s->next)
2149                 {
2150                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2151                                 R_SkinFrame_PurgeSkinFrame(s);
2152                 }
2153         }
2154 }
2155
2156 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2157         skinframe_t *item;
2158         char basename[MAX_QPATH];
2159
2160         Image_StripImageExtension(name, basename, sizeof(basename));
2161
2162         if( last == NULL ) {
2163                 int hashindex;
2164                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2165                 item = r_skinframe.hash[hashindex];
2166         } else {
2167                 item = last->next;
2168         }
2169
2170         // linearly search through the hash bucket
2171         for( ; item ; item = item->next ) {
2172                 if( !strcmp( item->basename, basename ) ) {
2173                         return item;
2174                 }
2175         }
2176         return NULL;
2177 }
2178
2179 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2180 {
2181         skinframe_t *item;
2182         int compareflags = textureflags & TEXF_IMPORTANTBITS;
2183         int hashindex;
2184         char basename[MAX_QPATH];
2185
2186         Image_StripImageExtension(name, basename, sizeof(basename));
2187
2188         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2189         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2190                 if (!strcmp(item->basename, basename) &&
2191                         item->textureflags == compareflags &&
2192                         item->comparewidth == comparewidth &&
2193                         item->compareheight == compareheight &&
2194                         item->comparecrc == comparecrc)
2195                         break;
2196
2197         if (!item)
2198         {
2199                 if (!add)
2200                         return NULL;
2201                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2202                 memset(item, 0, sizeof(*item));
2203                 strlcpy(item->basename, basename, sizeof(item->basename));
2204                 item->textureflags = compareflags;
2205                 item->comparewidth = comparewidth;
2206                 item->compareheight = compareheight;
2207                 item->comparecrc = comparecrc;
2208                 item->next = r_skinframe.hash[hashindex];
2209                 r_skinframe.hash[hashindex] = item;
2210         }
2211         else if (textureflags & TEXF_FORCE_RELOAD)
2212                 R_SkinFrame_PurgeSkinFrame(item);
2213
2214         R_SkinFrame_MarkUsed(item);
2215         return item;
2216 }
2217
2218 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2219         { \
2220                 unsigned long long avgcolor[5], wsum; \
2221                 int pix, comp, w; \
2222                 avgcolor[0] = 0; \
2223                 avgcolor[1] = 0; \
2224                 avgcolor[2] = 0; \
2225                 avgcolor[3] = 0; \
2226                 avgcolor[4] = 0; \
2227                 wsum = 0; \
2228                 for(pix = 0; pix < cnt; ++pix) \
2229                 { \
2230                         w = 0; \
2231                         for(comp = 0; comp < 3; ++comp) \
2232                                 w += getpixel; \
2233                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2234                         { \
2235                                 ++wsum; \
2236                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2237                                 w = getpixel; \
2238                                 for(comp = 0; comp < 3; ++comp) \
2239                                         avgcolor[comp] += getpixel * w; \
2240                                 avgcolor[3] += w; \
2241                         } \
2242                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2243                         avgcolor[4] += getpixel; \
2244                 } \
2245                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2246                         avgcolor[3] = 1; \
2247                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2248                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2249                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2250                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2251         }
2252
2253 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2254 {
2255         skinframe_t *skinframe;
2256
2257         if (cls.state == ca_dedicated)
2258                 return NULL;
2259
2260         // return an existing skinframe if already loaded
2261         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2262         if (skinframe && skinframe->base)
2263                 return skinframe;
2264
2265         // if the skinframe doesn't exist this will create it
2266         return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2267 }
2268
2269 extern cvar_t gl_picmip;
2270 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2271 {
2272         int j;
2273         unsigned char *pixels;
2274         unsigned char *bumppixels;
2275         unsigned char *basepixels = NULL;
2276         int basepixels_width = 0;
2277         int basepixels_height = 0;
2278         rtexture_t *ddsbase = NULL;
2279         qboolean ddshasalpha = false;
2280         float ddsavgcolor[4];
2281         char basename[MAX_QPATH];
2282         int miplevel = R_PicmipForFlags(textureflags);
2283         int savemiplevel = miplevel;
2284         int mymiplevel;
2285         char vabuf[1024];
2286
2287         if (cls.state == ca_dedicated)
2288                 return NULL;
2289
2290         Image_StripImageExtension(name, basename, sizeof(basename));
2291
2292         // check for DDS texture file first
2293         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2294         {
2295                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2296                 if (basepixels == NULL && fallbacknotexture)
2297                         basepixels = Image_GenerateNoTexture();
2298                 if (basepixels == NULL)
2299                         return NULL;
2300         }
2301
2302         // FIXME handle miplevel
2303
2304         if (developer_loading.integer)
2305                 Con_Printf("loading skin \"%s\"\n", name);
2306
2307         // we've got some pixels to store, so really allocate this new texture now
2308         if (!skinframe)
2309                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2310         textureflags &= ~TEXF_FORCE_RELOAD;
2311         skinframe->stain = NULL;
2312         skinframe->merged = NULL;
2313         skinframe->base = NULL;
2314         skinframe->pants = NULL;
2315         skinframe->shirt = NULL;
2316         skinframe->nmap = NULL;
2317         skinframe->gloss = NULL;
2318         skinframe->glow = NULL;
2319         skinframe->fog = NULL;
2320         skinframe->reflect = NULL;
2321         skinframe->hasalpha = false;
2322         // we could store the q2animname here too
2323
2324         if (ddsbase)
2325         {
2326                 skinframe->base = ddsbase;
2327                 skinframe->hasalpha = ddshasalpha;
2328                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2329                 if (r_loadfog && skinframe->hasalpha)
2330                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2331                 //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]);
2332         }
2333         else
2334         {
2335                 basepixels_width = image_width;
2336                 basepixels_height = image_height;
2337                 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);
2338                 if (textureflags & TEXF_ALPHA)
2339                 {
2340                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2341                         {
2342                                 if (basepixels[j] < 255)
2343                                 {
2344                                         skinframe->hasalpha = true;
2345                                         break;
2346                                 }
2347                         }
2348                         if (r_loadfog && skinframe->hasalpha)
2349                         {
2350                                 // has transparent pixels
2351                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2352                                 for (j = 0;j < image_width * image_height * 4;j += 4)
2353                                 {
2354                                         pixels[j+0] = 255;
2355                                         pixels[j+1] = 255;
2356                                         pixels[j+2] = 255;
2357                                         pixels[j+3] = basepixels[j+3];
2358                                 }
2359                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2360                                 Mem_Free(pixels);
2361                         }
2362                 }
2363                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2364 #ifndef USE_GLES2
2365                 //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]);
2366                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2367                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2368                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2369                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2370 #endif
2371         }
2372
2373         if (r_loaddds)
2374         {
2375                 mymiplevel = savemiplevel;
2376                 if (r_loadnormalmap)
2377                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2378                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2379                 if (r_loadgloss)
2380                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2381                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2382                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2383                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2384         }
2385
2386         // _norm is the name used by tenebrae and has been adopted as standard
2387         if (r_loadnormalmap && skinframe->nmap == NULL)
2388         {
2389                 mymiplevel = savemiplevel;
2390                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2391                 {
2392                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2393                         Mem_Free(pixels);
2394                         pixels = NULL;
2395                 }
2396                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2397                 {
2398                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2399                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2400                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2401                         Mem_Free(pixels);
2402                         Mem_Free(bumppixels);
2403                 }
2404                 else if (r_shadow_bumpscale_basetexture.value > 0)
2405                 {
2406                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2407                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2408                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2409                         Mem_Free(pixels);
2410                 }
2411 #ifndef USE_GLES2
2412                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2413                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2414 #endif
2415         }
2416
2417         // _luma is supported only for tenebrae compatibility
2418         // _glow is the preferred name
2419         mymiplevel = savemiplevel;
2420         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2421         {
2422                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2423 #ifndef USE_GLES2
2424                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2425                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2426 #endif
2427                 Mem_Free(pixels);pixels = NULL;
2428         }
2429
2430         mymiplevel = savemiplevel;
2431         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2432         {
2433                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2434 #ifndef USE_GLES2
2435                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2436                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2437 #endif
2438                 Mem_Free(pixels);
2439                 pixels = NULL;
2440         }
2441
2442         mymiplevel = savemiplevel;
2443         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2444         {
2445                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2446 #ifndef USE_GLES2
2447                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2448                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2449 #endif
2450                 Mem_Free(pixels);
2451                 pixels = NULL;
2452         }
2453
2454         mymiplevel = savemiplevel;
2455         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2456         {
2457                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2458 #ifndef USE_GLES2
2459                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2460                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2461 #endif
2462                 Mem_Free(pixels);
2463                 pixels = NULL;
2464         }
2465
2466         mymiplevel = savemiplevel;
2467         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2468         {
2469                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2470 #ifndef USE_GLES2
2471                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2472                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2473 #endif
2474                 Mem_Free(pixels);
2475                 pixels = NULL;
2476         }
2477
2478         if (basepixels)
2479                 Mem_Free(basepixels);
2480
2481         return skinframe;
2482 }
2483
2484 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2485 {
2486         int i;
2487         skinframe_t *skinframe;
2488         char vabuf[1024];
2489
2490         if (cls.state == ca_dedicated)
2491                 return NULL;
2492
2493         // if already loaded just return it, otherwise make a new skinframe
2494         skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2495         if (skinframe->base)
2496                 return skinframe;
2497         textureflags &= ~TEXF_FORCE_RELOAD;
2498
2499         skinframe->stain = NULL;
2500         skinframe->merged = NULL;
2501         skinframe->base = NULL;
2502         skinframe->pants = NULL;
2503         skinframe->shirt = NULL;
2504         skinframe->nmap = NULL;
2505         skinframe->gloss = NULL;
2506         skinframe->glow = NULL;
2507         skinframe->fog = NULL;
2508         skinframe->reflect = NULL;
2509         skinframe->hasalpha = false;
2510
2511         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2512         if (!skindata)
2513                 return NULL;
2514
2515         if (developer_loading.integer)
2516                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2517
2518         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2519         {
2520                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2521                 unsigned char *b = a + width * height * 4;
2522                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2523                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2524                 Mem_Free(a);
2525         }
2526         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2527         if (textureflags & TEXF_ALPHA)
2528         {
2529                 for (i = 3;i < width * height * 4;i += 4)
2530                 {
2531                         if (skindata[i] < 255)
2532                         {
2533                                 skinframe->hasalpha = true;
2534                                 break;
2535                         }
2536                 }
2537                 if (r_loadfog && skinframe->hasalpha)
2538                 {
2539                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2540                         memcpy(fogpixels, skindata, width * height * 4);
2541                         for (i = 0;i < width * height * 4;i += 4)
2542                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2543                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2544                         Mem_Free(fogpixels);
2545                 }
2546         }
2547
2548         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2549         //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]);
2550
2551         return skinframe;
2552 }
2553
2554 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2555 {
2556         int i;
2557         int featuresmask;
2558         skinframe_t *skinframe;
2559
2560         if (cls.state == ca_dedicated)
2561                 return NULL;
2562
2563         // if already loaded just return it, otherwise make a new skinframe
2564         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2565         if (skinframe->base)
2566                 return skinframe;
2567         //textureflags &= ~TEXF_FORCE_RELOAD;
2568
2569         skinframe->stain = NULL;
2570         skinframe->merged = NULL;
2571         skinframe->base = NULL;
2572         skinframe->pants = NULL;
2573         skinframe->shirt = NULL;
2574         skinframe->nmap = NULL;
2575         skinframe->gloss = NULL;
2576         skinframe->glow = NULL;
2577         skinframe->fog = NULL;
2578         skinframe->reflect = NULL;
2579         skinframe->hasalpha = false;
2580
2581         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2582         if (!skindata)
2583                 return NULL;
2584
2585         if (developer_loading.integer)
2586                 Con_Printf("loading quake skin \"%s\"\n", name);
2587
2588         // 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)
2589         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2590         memcpy(skinframe->qpixels, skindata, width*height);
2591         skinframe->qwidth = width;
2592         skinframe->qheight = height;
2593
2594         featuresmask = 0;
2595         for (i = 0;i < width * height;i++)
2596                 featuresmask |= palette_featureflags[skindata[i]];
2597
2598         skinframe->hasalpha = false;
2599         // fence textures
2600         if (name[0] == '{')
2601                 skinframe->hasalpha = true;
2602         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2603         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2604         skinframe->qgeneratemerged = true;
2605         skinframe->qgeneratebase = skinframe->qhascolormapping;
2606         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2607
2608         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2609         //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]);
2610
2611         return skinframe;
2612 }
2613
2614 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2615 {
2616         int width;
2617         int height;
2618         unsigned char *skindata;
2619         char vabuf[1024];
2620
2621         if (!skinframe->qpixels)
2622                 return;
2623
2624         if (!skinframe->qhascolormapping)
2625                 colormapped = false;
2626
2627         if (colormapped)
2628         {
2629                 if (!skinframe->qgeneratebase)
2630                         return;
2631         }
2632         else
2633         {
2634                 if (!skinframe->qgeneratemerged)
2635                         return;
2636         }
2637
2638         width = skinframe->qwidth;
2639         height = skinframe->qheight;
2640         skindata = skinframe->qpixels;
2641
2642         if (skinframe->qgeneratenmap)
2643         {
2644                 unsigned char *a, *b;
2645                 skinframe->qgeneratenmap = false;
2646                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2647                 b = a + width * height * 4;
2648                 // use either a custom palette or the quake palette
2649                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2650                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2651                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2652                 Mem_Free(a);
2653         }
2654
2655         if (skinframe->qgenerateglow)
2656         {
2657                 skinframe->qgenerateglow = false;
2658                 if (skinframe->hasalpha) // fence textures
2659                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2660                 else
2661                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2662         }
2663
2664         if (colormapped)
2665         {
2666                 skinframe->qgeneratebase = false;
2667                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2668                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2669                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2670         }
2671         else
2672         {
2673                 skinframe->qgeneratemerged = false;
2674                 if (skinframe->hasalpha) // fence textures
2675                         skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2676                 else
2677                         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);
2678         }
2679
2680         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2681         {
2682                 Mem_Free(skinframe->qpixels);
2683                 skinframe->qpixels = NULL;
2684         }
2685 }
2686
2687 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)
2688 {
2689         int i;
2690         skinframe_t *skinframe;
2691         char vabuf[1024];
2692
2693         if (cls.state == ca_dedicated)
2694                 return NULL;
2695
2696         // if already loaded just return it, otherwise make a new skinframe
2697         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2698         if (skinframe->base)
2699                 return skinframe;
2700         textureflags &= ~TEXF_FORCE_RELOAD;
2701
2702         skinframe->stain = NULL;
2703         skinframe->merged = NULL;
2704         skinframe->base = NULL;
2705         skinframe->pants = NULL;
2706         skinframe->shirt = NULL;
2707         skinframe->nmap = NULL;
2708         skinframe->gloss = NULL;
2709         skinframe->glow = NULL;
2710         skinframe->fog = NULL;
2711         skinframe->reflect = NULL;
2712         skinframe->hasalpha = false;
2713
2714         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2715         if (!skindata)
2716                 return NULL;
2717
2718         if (developer_loading.integer)
2719                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2720
2721         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2722         if ((textureflags & TEXF_ALPHA) && alphapalette)
2723         {
2724                 for (i = 0;i < width * height;i++)
2725                 {
2726                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2727                         {
2728                                 skinframe->hasalpha = true;
2729                                 break;
2730                         }
2731                 }
2732                 if (r_loadfog && skinframe->hasalpha)
2733                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2734         }
2735
2736         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2737         //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]);
2738
2739         return skinframe;
2740 }
2741
2742 skinframe_t *R_SkinFrame_LoadMissing(void)
2743 {
2744         skinframe_t *skinframe;
2745
2746         if (cls.state == ca_dedicated)
2747                 return NULL;
2748
2749         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2750         skinframe->stain = NULL;
2751         skinframe->merged = NULL;
2752         skinframe->base = NULL;
2753         skinframe->pants = NULL;
2754         skinframe->shirt = NULL;
2755         skinframe->nmap = NULL;
2756         skinframe->gloss = NULL;
2757         skinframe->glow = NULL;
2758         skinframe->fog = NULL;
2759         skinframe->reflect = NULL;
2760         skinframe->hasalpha = false;
2761
2762         skinframe->avgcolor[0] = rand() / RAND_MAX;
2763         skinframe->avgcolor[1] = rand() / RAND_MAX;
2764         skinframe->avgcolor[2] = rand() / RAND_MAX;
2765         skinframe->avgcolor[3] = 1;
2766
2767         return skinframe;
2768 }
2769
2770 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2771 {
2772         int x, y;
2773         static unsigned char pix[16][16][4];
2774
2775         if (cls.state == ca_dedicated)
2776                 return NULL;
2777
2778         // this makes a light grey/dark grey checkerboard texture
2779         if (!pix[0][0][3])
2780         {
2781                 for (y = 0; y < 16; y++)
2782                 {
2783                         for (x = 0; x < 16; x++)
2784                         {
2785                                 if ((y < 8) ^ (x < 8))
2786                                 {
2787                                         pix[y][x][0] = 128;
2788                                         pix[y][x][1] = 128;
2789                                         pix[y][x][2] = 128;
2790                                         pix[y][x][3] = 255;
2791                                 }
2792                                 else
2793                                 {
2794                                         pix[y][x][0] = 64;
2795                                         pix[y][x][1] = 64;
2796                                         pix[y][x][2] = 64;
2797                                         pix[y][x][3] = 255;
2798                                 }
2799                         }
2800                 }
2801         }
2802
2803         return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2804 }
2805
2806 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2807 {
2808         skinframe_t *skinframe;
2809         if (cls.state == ca_dedicated)
2810                 return NULL;
2811         // if already loaded just return it, otherwise make a new skinframe
2812         skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2813         if (skinframe->base)
2814                 return skinframe;
2815         textureflags &= ~TEXF_FORCE_RELOAD;
2816         skinframe->stain = NULL;
2817         skinframe->merged = NULL;
2818         skinframe->base = NULL;
2819         skinframe->pants = NULL;
2820         skinframe->shirt = NULL;
2821         skinframe->nmap = NULL;
2822         skinframe->gloss = NULL;
2823         skinframe->glow = NULL;
2824         skinframe->fog = NULL;
2825         skinframe->reflect = NULL;
2826         skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2827         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2828         if (!tex)
2829                 return NULL;
2830         if (developer_loading.integer)
2831                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2832         skinframe->base = skinframe->merged = tex;
2833         Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2834         return skinframe;
2835 }
2836
2837 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2838 typedef struct suffixinfo_s
2839 {
2840         const char *suffix;
2841         qboolean flipx, flipy, flipdiagonal;
2842 }
2843 suffixinfo_t;
2844 static suffixinfo_t suffix[3][6] =
2845 {
2846         {
2847                 {"px",   false, false, false},
2848                 {"nx",   false, false, false},
2849                 {"py",   false, false, false},
2850                 {"ny",   false, false, false},
2851                 {"pz",   false, false, false},
2852                 {"nz",   false, false, false}
2853         },
2854         {
2855                 {"posx", false, false, false},
2856                 {"negx", false, false, false},
2857                 {"posy", false, false, false},
2858                 {"negy", false, false, false},
2859                 {"posz", false, false, false},
2860                 {"negz", false, false, false}
2861         },
2862         {
2863                 {"rt",    true, false,  true},
2864                 {"lf",   false,  true,  true},
2865                 {"ft",    true,  true, false},
2866                 {"bk",   false, false, false},
2867                 {"up",    true, false,  true},
2868                 {"dn",    true, false,  true}
2869         }
2870 };
2871
2872 static int componentorder[4] = {0, 1, 2, 3};
2873
2874 static rtexture_t *R_LoadCubemap(const char *basename)
2875 {
2876         int i, j, cubemapsize;
2877         unsigned char *cubemappixels, *image_buffer;
2878         rtexture_t *cubemaptexture;
2879         char name[256];
2880         // must start 0 so the first loadimagepixels has no requested width/height
2881         cubemapsize = 0;
2882         cubemappixels = NULL;
2883         cubemaptexture = NULL;
2884         // keep trying different suffix groups (posx, px, rt) until one loads
2885         for (j = 0;j < 3 && !cubemappixels;j++)
2886         {
2887                 // load the 6 images in the suffix group
2888                 for (i = 0;i < 6;i++)
2889                 {
2890                         // generate an image name based on the base and and suffix
2891                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2892                         // load it
2893                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2894                         {
2895                                 // an image loaded, make sure width and height are equal
2896                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2897                                 {
2898                                         // if this is the first image to load successfully, allocate the cubemap memory
2899                                         if (!cubemappixels && image_width >= 1)
2900                                         {
2901                                                 cubemapsize = image_width;
2902                                                 // note this clears to black, so unavailable sides are black
2903                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2904                                         }
2905                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2906                                         if (cubemappixels)
2907                                                 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);
2908                                 }
2909                                 else
2910                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2911                                 // free the image
2912                                 Mem_Free(image_buffer);
2913                         }
2914                 }
2915         }
2916         // if a cubemap loaded, upload it
2917         if (cubemappixels)
2918         {
2919                 if (developer_loading.integer)
2920                         Con_Printf("loading cubemap \"%s\"\n", basename);
2921
2922                 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);
2923                 Mem_Free(cubemappixels);
2924         }
2925         else
2926         {
2927                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2928                 if (developer_loading.integer)
2929                 {
2930                         Con_Printf("(tried tried images ");
2931                         for (j = 0;j < 3;j++)
2932                                 for (i = 0;i < 6;i++)
2933                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2934                         Con_Print(" and was unable to find any of them).\n");
2935                 }
2936         }
2937         return cubemaptexture;
2938 }
2939
2940 rtexture_t *R_GetCubemap(const char *basename)
2941 {
2942         int i;
2943         for (i = 0;i < r_texture_numcubemaps;i++)
2944                 if (r_texture_cubemaps[i] != NULL)
2945                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2946                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2947         if (i >= MAX_CUBEMAPS || !r_main_mempool)
2948                 return r_texture_whitecube;
2949         r_texture_numcubemaps++;
2950         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2951         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2952         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2953         return r_texture_cubemaps[i]->texture;
2954 }
2955
2956 static void R_Main_FreeViewCache(void)
2957 {
2958         if (r_refdef.viewcache.entityvisible)
2959                 Mem_Free(r_refdef.viewcache.entityvisible);
2960         if (r_refdef.viewcache.world_pvsbits)
2961                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2962         if (r_refdef.viewcache.world_leafvisible)
2963                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2964         if (r_refdef.viewcache.world_surfacevisible)
2965                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2966         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2967 }
2968
2969 static void R_Main_ResizeViewCache(void)
2970 {
2971         int numentities = r_refdef.scene.numentities;
2972         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2973         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2974         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2975         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2976         if (r_refdef.viewcache.maxentities < numentities)
2977         {
2978                 r_refdef.viewcache.maxentities = numentities;
2979                 if (r_refdef.viewcache.entityvisible)
2980                         Mem_Free(r_refdef.viewcache.entityvisible);
2981                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2982         }
2983         if (r_refdef.viewcache.world_numclusters != numclusters)
2984         {
2985                 r_refdef.viewcache.world_numclusters = numclusters;
2986                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2987                 if (r_refdef.viewcache.world_pvsbits)
2988                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2989                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2990         }
2991         if (r_refdef.viewcache.world_numleafs != numleafs)
2992         {
2993                 r_refdef.viewcache.world_numleafs = numleafs;
2994                 if (r_refdef.viewcache.world_leafvisible)
2995                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2996                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2997         }
2998         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2999         {
3000                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3001                 if (r_refdef.viewcache.world_surfacevisible)
3002                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3003                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3004         }
3005 }
3006
3007 extern rtexture_t *loadingscreentexture;
3008 static void gl_main_start(void)
3009 {
3010         loadingscreentexture = NULL;
3011         r_texture_blanknormalmap = NULL;
3012         r_texture_white = NULL;
3013         r_texture_grey128 = NULL;
3014         r_texture_black = NULL;
3015         r_texture_whitecube = NULL;
3016         r_texture_normalizationcube = NULL;
3017         r_texture_fogattenuation = NULL;
3018         r_texture_fogheighttexture = NULL;
3019         r_texture_gammaramps = NULL;
3020         r_texture_numcubemaps = 0;
3021         r_uniformbufferalignment = 32;
3022
3023         r_loaddds = r_texture_dds_load.integer != 0;
3024         r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3025
3026         switch(vid.renderpath)
3027         {
3028         case RENDERPATH_GL32:
3029         case RENDERPATH_GLES2:
3030                 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3031                 Cvar_SetValueQuick(&gl_combine, 1);
3032                 Cvar_SetValueQuick(&r_glsl, 1);
3033                 r_loadnormalmap = true;
3034                 r_loadgloss = true;
3035                 r_loadfog = false;
3036 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3037                 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3038 #endif
3039                 break;
3040         }
3041
3042         R_AnimCache_Free();
3043         R_FrameData_Reset();
3044         R_BufferData_Reset();
3045
3046         r_numqueries = 0;
3047         r_maxqueries = 0;
3048         memset(r_queries, 0, sizeof(r_queries));
3049
3050         r_qwskincache = NULL;
3051         r_qwskincache_size = 0;
3052
3053         // due to caching of texture_t references, the collision cache must be reset
3054         Collision_Cache_Reset(true);
3055
3056         // set up r_skinframe loading system for textures
3057         memset(&r_skinframe, 0, sizeof(r_skinframe));
3058         r_skinframe.loadsequence = 1;
3059         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3060
3061         r_main_texturepool = R_AllocTexturePool();
3062         R_BuildBlankTextures();
3063         R_BuildNoTexture();
3064         R_BuildWhiteCube();
3065         R_BuildNormalizationCube();
3066         r_texture_fogattenuation = NULL;
3067         r_texture_fogheighttexture = NULL;
3068         r_texture_gammaramps = NULL;
3069         //r_texture_fogintensity = NULL;
3070         memset(&r_fb, 0, sizeof(r_fb));
3071         Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3072         r_glsl_permutation = NULL;
3073         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3074         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3075         memset(&r_svbsp, 0, sizeof (r_svbsp));
3076
3077         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3078         r_texture_numcubemaps = 0;
3079
3080         r_refdef.fogmasktable_density = 0;
3081
3082 #ifdef __ANDROID__
3083         // For Steelstorm Android
3084         // FIXME CACHE the program and reload
3085         // FIXME see possible combinations for SS:BR android
3086         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3087         R_SetupShader_SetPermutationGLSL(0, 12);
3088         R_SetupShader_SetPermutationGLSL(0, 13);
3089         R_SetupShader_SetPermutationGLSL(0, 8388621);
3090         R_SetupShader_SetPermutationGLSL(3, 0);
3091         R_SetupShader_SetPermutationGLSL(3, 2048);
3092         R_SetupShader_SetPermutationGLSL(5, 0);
3093         R_SetupShader_SetPermutationGLSL(5, 2);
3094         R_SetupShader_SetPermutationGLSL(5, 2048);
3095         R_SetupShader_SetPermutationGLSL(5, 8388608);
3096         R_SetupShader_SetPermutationGLSL(11, 1);
3097         R_SetupShader_SetPermutationGLSL(11, 2049);
3098         R_SetupShader_SetPermutationGLSL(11, 8193);
3099         R_SetupShader_SetPermutationGLSL(11, 10241);
3100         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3101 #endif
3102 }
3103
3104 static void gl_main_shutdown(void)
3105 {
3106         R_RenderTarget_FreeUnused(true);
3107         Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3108         R_AnimCache_Free();
3109         R_FrameData_Reset();
3110         R_BufferData_Reset();
3111
3112         R_Main_FreeViewCache();
3113
3114         switch(vid.renderpath)
3115         {
3116         case RENDERPATH_GL32:
3117         case RENDERPATH_GLES2:
3118 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3119                 if (r_maxqueries)
3120                         qglDeleteQueriesARB(r_maxqueries, r_queries);
3121 #endif
3122                 break;
3123         }
3124
3125         r_numqueries = 0;
3126         r_maxqueries = 0;
3127         memset(r_queries, 0, sizeof(r_queries));
3128
3129         r_qwskincache = NULL;
3130         r_qwskincache_size = 0;
3131
3132         // clear out the r_skinframe state
3133         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3134         memset(&r_skinframe, 0, sizeof(r_skinframe));
3135
3136         if (r_svbsp.nodes)
3137                 Mem_Free(r_svbsp.nodes);
3138         memset(&r_svbsp, 0, sizeof (r_svbsp));
3139         R_FreeTexturePool(&r_main_texturepool);
3140         loadingscreentexture = NULL;
3141         r_texture_blanknormalmap = NULL;
3142         r_texture_white = NULL;
3143         r_texture_grey128 = NULL;
3144         r_texture_black = NULL;
3145         r_texture_whitecube = NULL;
3146         r_texture_normalizationcube = NULL;
3147         r_texture_fogattenuation = NULL;
3148         r_texture_fogheighttexture = NULL;
3149         r_texture_gammaramps = NULL;
3150         r_texture_numcubemaps = 0;
3151         //r_texture_fogintensity = NULL;
3152         memset(&r_fb, 0, sizeof(r_fb));
3153         R_GLSL_Restart_f();
3154
3155         r_glsl_permutation = NULL;
3156         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3157         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3158 }
3159
3160 static void gl_main_newmap(void)
3161 {
3162         // FIXME: move this code to client
3163         char *entities, entname[MAX_QPATH];
3164         if (r_qwskincache)
3165                 Mem_Free(r_qwskincache);
3166         r_qwskincache = NULL;
3167         r_qwskincache_size = 0;
3168         if (cl.worldmodel)
3169         {
3170                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3171                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3172                 {
3173                         CL_ParseEntityLump(entities);
3174                         Mem_Free(entities);
3175                         return;
3176                 }
3177                 if (cl.worldmodel->brush.entities)
3178                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3179         }
3180         R_Main_FreeViewCache();
3181
3182         R_FrameData_Reset();
3183         R_BufferData_Reset();
3184 }
3185
3186 void GL_Main_Init(void)
3187 {
3188         int i;
3189         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3190         R_InitShaderModeInfo();
3191
3192         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3193         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3194         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3195         if (gamemode == GAME_NEHAHRA)
3196         {
3197                 Cvar_RegisterVariable (&gl_fogenable);
3198                 Cvar_RegisterVariable (&gl_fogdensity);
3199                 Cvar_RegisterVariable (&gl_fogred);
3200                 Cvar_RegisterVariable (&gl_foggreen);
3201                 Cvar_RegisterVariable (&gl_fogblue);
3202                 Cvar_RegisterVariable (&gl_fogstart);
3203                 Cvar_RegisterVariable (&gl_fogend);
3204                 Cvar_RegisterVariable (&gl_skyclip);
3205         }
3206         Cvar_RegisterVariable(&r_motionblur);
3207         Cvar_RegisterVariable(&r_damageblur);
3208         Cvar_RegisterVariable(&r_motionblur_averaging);
3209         Cvar_RegisterVariable(&r_motionblur_randomize);
3210         Cvar_RegisterVariable(&r_motionblur_minblur);
3211         Cvar_RegisterVariable(&r_motionblur_maxblur);
3212         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3213         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3214         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3215         Cvar_RegisterVariable(&r_motionblur_mousefactor);
3216         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3217         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3218         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3219         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3220         Cvar_RegisterVariable(&r_equalize_entities_by);
3221         Cvar_RegisterVariable(&r_equalize_entities_to);
3222         Cvar_RegisterVariable(&r_depthfirst);
3223         Cvar_RegisterVariable(&r_useinfinitefarclip);
3224         Cvar_RegisterVariable(&r_farclip_base);
3225         Cvar_RegisterVariable(&r_farclip_world);
3226         Cvar_RegisterVariable(&r_nearclip);
3227         Cvar_RegisterVariable(&r_deformvertexes);
3228         Cvar_RegisterVariable(&r_transparent);
3229         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3230         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3231         Cvar_RegisterVariable(&r_transparent_useplanardistance);
3232         Cvar_RegisterVariable(&r_showoverdraw);
3233         Cvar_RegisterVariable(&r_showbboxes);
3234         Cvar_RegisterVariable(&r_showbboxes_client);
3235         Cvar_RegisterVariable(&r_showsurfaces);
3236         Cvar_RegisterVariable(&r_showtris);
3237         Cvar_RegisterVariable(&r_shownormals);
3238         Cvar_RegisterVariable(&r_showlighting);
3239         Cvar_RegisterVariable(&r_showcollisionbrushes);
3240         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3241         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3242         Cvar_RegisterVariable(&r_showdisabledepthtest);
3243         Cvar_RegisterVariable(&r_showspriteedges);
3244         Cvar_RegisterVariable(&r_showparticleedges);
3245         Cvar_RegisterVariable(&r_drawportals);
3246         Cvar_RegisterVariable(&r_drawentities);
3247         Cvar_RegisterVariable(&r_draw2d);
3248         Cvar_RegisterVariable(&r_drawworld);
3249         Cvar_RegisterVariable(&r_cullentities_trace);
3250         Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3251         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3252         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3253         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3254         Cvar_RegisterVariable(&r_cullentities_trace_expand);
3255         Cvar_RegisterVariable(&r_cullentities_trace_pad);
3256         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3257         Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3258         Cvar_RegisterVariable(&r_sortentities);
3259         Cvar_RegisterVariable(&r_drawviewmodel);
3260         Cvar_RegisterVariable(&r_drawexteriormodel);
3261         Cvar_RegisterVariable(&r_speeds);
3262         Cvar_RegisterVariable(&r_fullbrights);
3263         Cvar_RegisterVariable(&r_wateralpha);
3264         Cvar_RegisterVariable(&r_dynamic);
3265         Cvar_RegisterVariable(&r_fakelight);
3266         Cvar_RegisterVariable(&r_fakelight_intensity);
3267         Cvar_RegisterVariable(&r_fullbright_directed);
3268         Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3269         Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3270         Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3271         Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3272         Cvar_RegisterVariable(&r_fullbright);
3273         Cvar_RegisterVariable(&r_shadows);
3274         Cvar_RegisterVariable(&r_shadows_darken);
3275         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3276         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3277         Cvar_RegisterVariable(&r_shadows_throwdistance);
3278         Cvar_RegisterVariable(&r_shadows_throwdirection);
3279         Cvar_RegisterVariable(&r_shadows_focus);
3280         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3281         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3282         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3283         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3284         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3285         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3286         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3287         Cvar_RegisterVariable(&r_fog_exp2);
3288         Cvar_RegisterVariable(&r_fog_clear);
3289         Cvar_RegisterVariable(&r_drawfog);
3290         Cvar_RegisterVariable(&r_transparentdepthmasking);
3291         Cvar_RegisterVariable(&r_transparent_sortmindist);
3292         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3293         Cvar_RegisterVariable(&r_transparent_sortarraysize);
3294         Cvar_RegisterVariable(&r_texture_dds_load);
3295         Cvar_RegisterVariable(&r_texture_dds_save);
3296         Cvar_RegisterVariable(&r_textureunits);
3297         Cvar_RegisterVariable(&gl_combine);
3298         Cvar_RegisterVariable(&r_usedepthtextures);
3299         Cvar_RegisterVariable(&r_viewfbo);
3300         Cvar_RegisterVariable(&r_rendertarget_debug);
3301         Cvar_RegisterVariable(&r_viewscale);
3302         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3303         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3304         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3305         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3306         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3307         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3308         Cvar_RegisterVariable(&r_glsl);
3309         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3310         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3311         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3312         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3313         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3314         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3315         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3316         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3317         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3318         Cvar_RegisterVariable(&r_glsl_postprocess);
3319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3321         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3322         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3323         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3324         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3325         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3326         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3327         Cvar_RegisterVariable(&r_celshading);
3328         Cvar_RegisterVariable(&r_celoutlines);
3329
3330         Cvar_RegisterVariable(&r_water);
3331         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3332         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3333         Cvar_RegisterVariable(&r_water_clippingplanebias);
3334         Cvar_RegisterVariable(&r_water_refractdistort);
3335         Cvar_RegisterVariable(&r_water_reflectdistort);
3336         Cvar_RegisterVariable(&r_water_scissormode);
3337         Cvar_RegisterVariable(&r_water_lowquality);
3338         Cvar_RegisterVariable(&r_water_hideplayer);
3339
3340         Cvar_RegisterVariable(&r_lerpsprites);
3341         Cvar_RegisterVariable(&r_lerpmodels);
3342         Cvar_RegisterVariable(&r_lerplightstyles);
3343         Cvar_RegisterVariable(&r_waterscroll);
3344         Cvar_RegisterVariable(&r_bloom);
3345         Cvar_RegisterVariable(&r_bloom_colorscale);
3346         Cvar_RegisterVariable(&r_bloom_brighten);
3347         Cvar_RegisterVariable(&r_bloom_blur);
3348         Cvar_RegisterVariable(&r_bloom_resolution);
3349         Cvar_RegisterVariable(&r_bloom_colorexponent);
3350         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3351         Cvar_RegisterVariable(&r_bloom_scenebrightness);
3352         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3353         Cvar_RegisterVariable(&r_hdr_glowintensity);
3354         Cvar_RegisterVariable(&r_hdr_irisadaptation);
3355         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3356         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3357         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3358         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3359         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3360         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3361         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3362         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3363         Cvar_RegisterVariable(&developer_texturelogging);
3364         Cvar_RegisterVariable(&gl_lightmaps);
3365         Cvar_RegisterVariable(&r_test);
3366         Cvar_RegisterVariable(&r_batch_multidraw);
3367         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3368         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3369         Cvar_RegisterVariable(&r_glsl_skeletal);
3370         Cvar_RegisterVariable(&r_glsl_saturation);
3371         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3372         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3373         Cvar_RegisterVariable(&r_framedatasize);
3374         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3375                 Cvar_RegisterVariable(&r_buffermegs[i]);
3376         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3377         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3378                 Cvar_SetValue("r_fullbrights", 0);
3379 #ifdef DP_MOBILETOUCH
3380         // GLES devices have terrible depth precision in general, so...
3381         Cvar_SetValueQuick(&r_nearclip, 4);
3382         Cvar_SetValueQuick(&r_farclip_base, 4096);
3383         Cvar_SetValueQuick(&r_farclip_world, 0);
3384         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3385 #endif
3386         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3387 }
3388
3389 void Render_Init(void)
3390 {
3391         gl_backend_init();
3392         R_Textures_Init();
3393         GL_Main_Init();
3394         Font_Init();
3395         GL_Draw_Init();
3396         R_Shadow_Init();
3397         R_Sky_Init();
3398         GL_Surf_Init();
3399         Sbar_Init();
3400         R_Particles_Init();
3401         R_Explosion_Init();
3402         R_LightningBeams_Init();
3403         Mod_RenderInit();
3404 }
3405
3406 /*
3407 ===============
3408 GL_Init
3409 ===============
3410 */
3411 #ifndef USE_GLES2
3412 extern char *ENGINE_EXTENSIONS;
3413 void GL_Init (void)
3414 {
3415         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3416         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3417         gl_version = (const char *)qglGetString(GL_VERSION);
3418         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3419
3420         if (!gl_extensions)
3421                 gl_extensions = "";
3422         if (!gl_platformextensions)
3423                 gl_platformextensions = "";
3424
3425         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3426         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3427         Con_Printf("GL_VERSION: %s\n", gl_version);
3428         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3429         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3430
3431         VID_CheckExtensions();
3432
3433         // LordHavoc: report supported extensions
3434 #ifdef CONFIG_MENU
3435         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3436 #else
3437         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3438 #endif
3439
3440         // clear to black (loading plaque will be seen over this)
3441         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3442 }
3443 #endif
3444
3445 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3446 {
3447         int i;
3448         mplane_t *p;
3449         if (r_trippy.integer)
3450                 return false;
3451         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3452         {
3453                 p = r_refdef.view.frustum + i;
3454                 switch(p->signbits)
3455                 {
3456                 default:
3457                 case 0:
3458                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3459                                 return true;
3460                         break;
3461                 case 1:
3462                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3463                                 return true;
3464                         break;
3465                 case 2:
3466                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3467                                 return true;
3468                         break;
3469                 case 3:
3470                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3471                                 return true;
3472                         break;
3473                 case 4:
3474                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3475                                 return true;
3476                         break;
3477                 case 5:
3478                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3479                                 return true;
3480                         break;
3481                 case 6:
3482                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3483                                 return true;
3484                         break;
3485                 case 7:
3486                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3487                                 return true;
3488                         break;
3489                 }
3490         }
3491         return false;
3492 }
3493
3494 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3495 {
3496         int i;
3497         const mplane_t *p;
3498         if (r_trippy.integer)
3499                 return false;
3500         for (i = 0;i < numplanes;i++)
3501         {
3502                 p = planes + i;
3503                 switch(p->signbits)
3504                 {
3505                 default:
3506                 case 0:
3507                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3508                                 return true;
3509                         break;
3510                 case 1:
3511                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3512                                 return true;
3513                         break;
3514                 case 2:
3515                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3516                                 return true;
3517                         break;
3518                 case 3:
3519                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3520                                 return true;
3521                         break;
3522                 case 4:
3523                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3524                                 return true;
3525                         break;
3526                 case 5:
3527                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3528                                 return true;
3529                         break;
3530                 case 6:
3531                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3532                                 return true;
3533                         break;
3534                 case 7:
3535                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3536                                 return true;
3537                         break;
3538                 }
3539         }
3540         return false;
3541 }
3542
3543 //==================================================================================
3544
3545 // LordHavoc: this stores temporary data used within the same frame
3546
3547 typedef struct r_framedata_mem_s
3548 {
3549         struct r_framedata_mem_s *purge; // older mem block to free on next frame
3550         size_t size; // how much usable space
3551         size_t current; // how much space in use
3552         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3553         size_t wantedsize; // how much space was allocated
3554         unsigned char *data; // start of real data (16byte aligned)
3555 }
3556 r_framedata_mem_t;
3557
3558 static r_framedata_mem_t *r_framedata_mem;
3559
3560 void R_FrameData_Reset(void)
3561 {
3562         while (r_framedata_mem)
3563         {
3564                 r_framedata_mem_t *next = r_framedata_mem->purge;
3565                 Mem_Free(r_framedata_mem);
3566                 r_framedata_mem = next;
3567         }
3568 }
3569
3570 static void R_FrameData_Resize(qboolean mustgrow)
3571 {
3572         size_t wantedsize;
3573         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3574         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3575         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3576         {
3577                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3578                 newmem->wantedsize = wantedsize;
3579                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3580                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3581                 newmem->current = 0;
3582                 newmem->mark = 0;
3583                 newmem->purge = r_framedata_mem;
3584                 r_framedata_mem = newmem;
3585         }
3586 }
3587
3588 void R_FrameData_NewFrame(void)
3589 {
3590         R_FrameData_Resize(false);
3591         if (!r_framedata_mem)
3592                 return;
3593         // if we ran out of space on the last frame, free the old memory now
3594         while (r_framedata_mem->purge)
3595         {
3596                 // repeatedly remove the second item in the list, leaving only head
3597                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3598                 Mem_Free(r_framedata_mem->purge);
3599                 r_framedata_mem->purge = next;
3600         }
3601         // reset the current mem pointer
3602         r_framedata_mem->current = 0;
3603         r_framedata_mem->mark = 0;
3604 }
3605
3606 void *R_FrameData_Alloc(size_t size)
3607 {
3608         void *data;
3609         float newvalue;
3610
3611         // align to 16 byte boundary - the data pointer is already aligned, so we
3612         // only need to ensure the size of every allocation is also aligned
3613         size = (size + 15) & ~15;
3614
3615         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3616         {
3617                 // emergency - we ran out of space, allocate more memory
3618                 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3619                 newvalue = r_framedatasize.value * 2.0f;
3620                 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3621                 if (sizeof(size_t) >= 8)
3622                         newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3623                 else
3624                         newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3625                 // this might not be a growing it, but we'll allocate another buffer every time
3626                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3627                 R_FrameData_Resize(true);
3628         }
3629
3630         data = r_framedata_mem->data + r_framedata_mem->current;
3631         r_framedata_mem->current += size;
3632
3633         // count the usage for stats
3634         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3635         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3636
3637         return (void *)data;
3638 }
3639
3640 void *R_FrameData_Store(size_t size, void *data)
3641 {
3642         void *d = R_FrameData_Alloc(size);
3643         if (d && data)
3644                 memcpy(d, data, size);
3645         return d;
3646 }
3647
3648 void R_FrameData_SetMark(void)
3649 {
3650         if (!r_framedata_mem)
3651                 return;
3652         r_framedata_mem->mark = r_framedata_mem->current;
3653 }
3654
3655 void R_FrameData_ReturnToMark(void)
3656 {
3657         if (!r_framedata_mem)
3658                 return;
3659         r_framedata_mem->current = r_framedata_mem->mark;
3660 }
3661
3662 //==================================================================================
3663
3664 // avoid reusing the same buffer objects on consecutive frames
3665 #define R_BUFFERDATA_CYCLE 3
3666
3667 typedef struct r_bufferdata_buffer_s
3668 {
3669         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3670         size_t size; // how much usable space
3671         size_t current; // how much space in use
3672         r_meshbuffer_t *buffer; // the buffer itself
3673 }
3674 r_bufferdata_buffer_t;
3675
3676 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3677 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3678
3679 /// frees all dynamic buffers
3680 void R_BufferData_Reset(void)
3681 {
3682         int cycle, type;
3683         r_bufferdata_buffer_t **p, *mem;
3684         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3685         {
3686                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3687                 {
3688                         // free all buffers
3689                         p = &r_bufferdata_buffer[cycle][type];
3690                         while (*p)
3691                         {
3692                                 mem = *p;
3693                                 *p = (*p)->purge;
3694                                 if (mem->buffer)
3695                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3696                                 Mem_Free(mem);
3697                         }
3698                 }
3699         }
3700 }
3701
3702 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3703 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3704 {
3705         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3706         size_t size;
3707         float newvalue = r_buffermegs[type].value;
3708
3709         // increase the cvar if we have to (but only if we already have a mem)
3710         if (mustgrow && mem)
3711                 newvalue *= 2.0f;
3712         newvalue = bound(0.25f, newvalue, 256.0f);
3713         while (newvalue * 1024*1024 < minsize)
3714                 newvalue *= 2.0f;
3715
3716         // clamp the cvar to valid range
3717         newvalue = bound(0.25f, newvalue, 256.0f);
3718         if (r_buffermegs[type].value != newvalue)
3719                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3720
3721         // calculate size in bytes
3722         size = (size_t)(newvalue * 1024*1024);
3723         size = bound(131072, size, 256*1024*1024);
3724
3725         // allocate a new buffer if the size is different (purge old one later)
3726         // or if we were told we must grow the buffer
3727         if (!mem || mem->size != size || mustgrow)
3728         {
3729                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3730                 mem->size = size;
3731                 mem->current = 0;
3732                 if (type == R_BUFFERDATA_VERTEX)
3733                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3734                 else if (type == R_BUFFERDATA_INDEX16)
3735                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3736                 else if (type == R_BUFFERDATA_INDEX32)
3737                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3738                 else if (type == R_BUFFERDATA_UNIFORM)
3739                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3740                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3741                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3742         }
3743 }
3744
3745 void R_BufferData_NewFrame(void)
3746 {
3747         int type;
3748         r_bufferdata_buffer_t **p, *mem;
3749         // cycle to the next frame's buffers
3750         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3751         // if we ran out of space on the last time we used these buffers, free the old memory now
3752         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3753         {
3754                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3755                 {
3756                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3757                         // free all but the head buffer, this is how we recycle obsolete
3758                         // buffers after they are no longer in use
3759                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3760                         while (*p)
3761                         {
3762                                 mem = *p;
3763                                 *p = (*p)->purge;
3764                                 if (mem->buffer)
3765                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3766                                 Mem_Free(mem);
3767                         }
3768                         // reset the current offset
3769                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3770                 }
3771         }
3772 }
3773
3774 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3775 {
3776         r_bufferdata_buffer_t *mem;
3777         int offset = 0;
3778         int padsize;
3779
3780         *returnbufferoffset = 0;
3781
3782         // align size to a byte boundary appropriate for the buffer type, this
3783         // makes all allocations have aligned start offsets
3784         if (type == R_BUFFERDATA_UNIFORM)
3785                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3786         else
3787                 padsize = (datasize + 15) & ~15;
3788
3789         // if we ran out of space in this buffer we must allocate a new one
3790         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3791                 R_BufferData_Resize(type, true, padsize);
3792
3793         // if the resize did not give us enough memory, fail
3794         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3795                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3796
3797         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3798         offset = (int)mem->current;
3799         mem->current += padsize;
3800
3801         // upload the data to the buffer at the chosen offset
3802         if (offset == 0)
3803                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3804         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3805
3806         // count the usage for stats
3807         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3808         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3809
3810         // return the buffer offset
3811         *returnbufferoffset = offset;
3812
3813         return mem->buffer;
3814 }
3815
3816 //==================================================================================
3817
3818 // LordHavoc: animcache originally written by Echon, rewritten since then
3819
3820 /**
3821  * Animation cache prevents re-generating mesh data for an animated model
3822  * multiple times in one frame for lighting, shadowing, reflections, etc.
3823  */
3824
3825 void R_AnimCache_Free(void)
3826 {
3827 }
3828
3829 void R_AnimCache_ClearCache(void)
3830 {
3831         int i;
3832         entity_render_t *ent;
3833
3834         for (i = 0;i < r_refdef.scene.numentities;i++)
3835         {
3836                 ent = r_refdef.scene.entities[i];
3837                 ent->animcache_vertex3f = NULL;
3838                 ent->animcache_vertex3f_vertexbuffer = NULL;
3839                 ent->animcache_vertex3f_bufferoffset = 0;
3840                 ent->animcache_normal3f = NULL;
3841                 ent->animcache_normal3f_vertexbuffer = NULL;
3842                 ent->animcache_normal3f_bufferoffset = 0;
3843                 ent->animcache_svector3f = NULL;
3844                 ent->animcache_svector3f_vertexbuffer = NULL;
3845                 ent->animcache_svector3f_bufferoffset = 0;
3846                 ent->animcache_tvector3f = NULL;
3847                 ent->animcache_tvector3f_vertexbuffer = NULL;
3848                 ent->animcache_tvector3f_bufferoffset = 0;
3849                 ent->animcache_skeletaltransform3x4 = NULL;
3850                 ent->animcache_skeletaltransform3x4buffer = NULL;
3851                 ent->animcache_skeletaltransform3x4offset = 0;
3852                 ent->animcache_skeletaltransform3x4size = 0;
3853         }
3854 }
3855
3856 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3857 {
3858         dp_model_t *model = ent->model;
3859         int numvertices;
3860
3861         // see if this ent is worth caching
3862         if (!model || !model->Draw || !model->AnimateVertices)
3863                 return false;
3864         // nothing to cache if it contains no animations and has no skeleton
3865         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3866                 return false;
3867         // see if it is already cached for gpuskeletal
3868         if (ent->animcache_skeletaltransform3x4)
3869                 return false;
3870         // see if it is already cached as a mesh
3871         if (ent->animcache_vertex3f)
3872         {
3873                 // check if we need to add normals or tangents
3874                 if (ent->animcache_normal3f)
3875                         wantnormals = false;
3876                 if (ent->animcache_svector3f)
3877                         wanttangents = false;
3878                 if (!wantnormals && !wanttangents)
3879                         return false;
3880         }
3881
3882         // check which kind of cache we need to generate
3883         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3884         {
3885                 // cache the skeleton so the vertex shader can use it
3886                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3887                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3888                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3889                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3890                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
3891                 // note: this can fail if the buffer is at the grow limit
3892                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3893                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3894         }
3895         else if (ent->animcache_vertex3f)
3896         {
3897                 // mesh was already cached but we may need to add normals/tangents
3898                 // (this only happens with multiple views, reflections, cameras, etc)
3899                 if (wantnormals || wanttangents)
3900                 {
3901                         numvertices = model->surfmesh.num_vertices;
3902                         if (wantnormals)
3903                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3904                         if (wanttangents)
3905                         {
3906                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3907                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3908                         }
3909                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3910                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3911                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3912                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3913                 }
3914         }
3915         else
3916         {
3917                 // generate mesh cache
3918                 numvertices = model->surfmesh.num_vertices;
3919                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3920                 if (wantnormals)
3921                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3922                 if (wanttangents)
3923                 {
3924                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3925                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3926                 }
3927                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3928                 if (wantnormals || wanttangents)
3929                 {
3930                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3931                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3932                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3933                 }
3934                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3935                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3936                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3937         }
3938         return true;
3939 }
3940
3941 void R_AnimCache_CacheVisibleEntities(void)
3942 {
3943         int i;
3944
3945         // TODO: thread this
3946         // NOTE: R_PrepareRTLights() also caches entities
3947
3948         for (i = 0;i < r_refdef.scene.numentities;i++)
3949                 if (r_refdef.viewcache.entityvisible[i])
3950                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3951 }
3952
3953 //==================================================================================
3954
3955 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3956 {
3957         int i;
3958         vec3_t eyemins, eyemaxs;
3959         vec3_t boxmins, boxmaxs;
3960         vec3_t padmins, padmaxs;
3961         vec3_t start;
3962         vec3_t end;
3963         dp_model_t *model = r_refdef.scene.worldmodel;
3964         static vec3_t positions[] = {
3965                 { 0.5f, 0.5f, 0.5f },
3966                 { 0.0f, 0.0f, 0.0f },
3967                 { 0.0f, 0.0f, 1.0f },
3968                 { 0.0f, 1.0f, 0.0f },
3969                 { 0.0f, 1.0f, 1.0f },
3970                 { 1.0f, 0.0f, 0.0f },
3971                 { 1.0f, 0.0f, 1.0f },
3972                 { 1.0f, 1.0f, 0.0f },
3973                 { 1.0f, 1.0f, 1.0f },
3974         };
3975
3976         // sample count can be set to -1 to skip this logic, for flicker-prone objects
3977         if (numsamples < 0)
3978                 return true;
3979
3980         // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3981         if (!r_refdef.view.usevieworiginculling)
3982                 return true;
3983
3984         if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3985                 return true;
3986
3987         // expand the eye box a little
3988         eyemins[0] = eye[0] - eyejitter;
3989         eyemaxs[0] = eye[0] + eyejitter;
3990         eyemins[1] = eye[1] - eyejitter;
3991         eyemaxs[1] = eye[1] + eyejitter;
3992         eyemins[2] = eye[2] - eyejitter;
3993         eyemaxs[2] = eye[2] + eyejitter;
3994         // expand the box a little
3995         boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3996         boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3997         boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3998         boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3999         boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4000         boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4001         // make an even larger box for the acceptable area
4002         padmins[0] = boxmins[0] - pad;
4003         padmaxs[0] = boxmaxs[0] + pad;
4004         padmins[1] = boxmins[1] - pad;
4005         padmaxs[1] = boxmaxs[1] + pad;
4006         padmins[2] = boxmins[2] - pad;
4007         padmaxs[2] = boxmaxs[2] + pad;
4008
4009         // return true if eye overlaps enlarged box
4010         if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4011                 return true;
4012
4013         // try specific positions in the box first - note that these can be cached
4014         if (r_cullentities_trace_entityocclusion.integer)
4015         {
4016                 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4017                 {
4018                         VectorCopy(eye, start);
4019                         end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4020                         end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4021                         end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4022                         //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4023                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4024                         // not picky - if the trace ended anywhere in the box we're good
4025                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4026                                 return true;
4027                 }
4028         }
4029         else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4030                 return true;
4031
4032         // try various random positions
4033         for (i = 0; i < numsamples; i++)
4034         {
4035                 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4036                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4037                 if (r_cullentities_trace_entityocclusion.integer)
4038                 {
4039                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4040                         // not picky - if the trace ended anywhere in the box we're good
4041                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4042                                 return true;
4043                 }
4044                 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4045                         return true;
4046         }
4047
4048         return false;
4049 }
4050
4051
4052 static void R_View_UpdateEntityVisible (void)
4053 {
4054         int i;
4055         int renderimask;
4056         int samples;
4057         entity_render_t *ent;
4058
4059         if (r_refdef.envmap || r_fb.water.hideplayer)
4060                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4061         else if (chase_active.integer || r_fb.water.renderingscene)
4062                 renderimask = RENDER_VIEWMODEL;
4063         else
4064                 renderimask = RENDER_EXTERIORMODEL;
4065         if (!r_drawviewmodel.integer)
4066                 renderimask |= RENDER_VIEWMODEL;
4067         if (!r_drawexteriormodel.integer)
4068                 renderimask |= RENDER_EXTERIORMODEL;
4069         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4070         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4071         {
4072                 // worldmodel can check visibility
4073                 for (i = 0;i < r_refdef.scene.numentities;i++)
4074                 {
4075                         ent = r_refdef.scene.entities[i];
4076                         if (!(ent->flags & renderimask))
4077                         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)))
4078                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4079                                 r_refdef.viewcache.entityvisible[i] = true;
4080                 }
4081         }
4082         else
4083         {
4084                 // no worldmodel or it can't check visibility
4085                 for (i = 0;i < r_refdef.scene.numentities;i++)
4086                 {
4087                         ent = r_refdef.scene.entities[i];
4088                         if (!(ent->flags & renderimask))
4089                         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)))
4090                                 r_refdef.viewcache.entityvisible[i] = true;
4091                 }
4092         }
4093         if (r_cullentities_trace.integer)
4094         {
4095                 for (i = 0;i < r_refdef.scene.numentities;i++)
4096                 {
4097                         if (!r_refdef.viewcache.entityvisible[i])
4098                                 continue;
4099                         ent = r_refdef.scene.entities[i];
4100                         if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4101                         {
4102                                 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4103                                 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4104                                         ent->last_trace_visibility = realtime;
4105                                 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4106                                         r_refdef.viewcache.entityvisible[i] = 0;
4107                         }
4108                 }
4109         }
4110 }
4111
4112 /// only used if skyrendermasked, and normally returns false
4113 static int R_DrawBrushModelsSky (void)
4114 {
4115         int i, sky;
4116         entity_render_t *ent;
4117
4118         sky = false;
4119         for (i = 0;i < r_refdef.scene.numentities;i++)
4120         {
4121                 if (!r_refdef.viewcache.entityvisible[i])
4122                         continue;
4123                 ent = r_refdef.scene.entities[i];
4124                 if (!ent->model || !ent->model->DrawSky)
4125                         continue;
4126                 ent->model->DrawSky(ent);
4127                 sky = true;
4128         }
4129         return sky;
4130 }
4131
4132 static void R_DrawNoModel(entity_render_t *ent);
4133 static void R_DrawModels(void)
4134 {
4135         int i;
4136         entity_render_t *ent;
4137
4138         for (i = 0;i < r_refdef.scene.numentities;i++)
4139         {
4140                 if (!r_refdef.viewcache.entityvisible[i])
4141                         continue;
4142                 ent = r_refdef.scene.entities[i];
4143                 r_refdef.stats[r_stat_entities]++;
4144                 /*
4145                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4146                 {
4147                         vec3_t f, l, u, o;
4148                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4149                         Con_Printf("R_DrawModels\n");
4150                         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]);
4151                         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);
4152                         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);
4153                 }
4154                 */
4155                 if (ent->model && ent->model->Draw != NULL)
4156                         ent->model->Draw(ent);
4157                 else
4158                         R_DrawNoModel(ent);
4159         }
4160 }
4161
4162 static void R_DrawModelsDepth(void)
4163 {
4164         int i;
4165         entity_render_t *ent;
4166
4167         for (i = 0;i < r_refdef.scene.numentities;i++)
4168         {
4169                 if (!r_refdef.viewcache.entityvisible[i])
4170                         continue;
4171                 ent = r_refdef.scene.entities[i];
4172                 if (ent->model && ent->model->DrawDepth != NULL)
4173                         ent->model->DrawDepth(ent);
4174         }
4175 }
4176
4177 static void R_DrawModelsDebug(void)
4178 {
4179         int i;
4180         entity_render_t *ent;
4181
4182         for (i = 0;i < r_refdef.scene.numentities;i++)
4183         {
4184                 if (!r_refdef.viewcache.entityvisible[i])
4185                         continue;
4186                 ent = r_refdef.scene.entities[i];
4187                 if (ent->model && ent->model->DrawDebug != NULL)
4188                         ent->model->DrawDebug(ent);
4189         }
4190 }
4191
4192 static void R_DrawModelsAddWaterPlanes(void)
4193 {
4194         int i;
4195         entity_render_t *ent;
4196
4197         for (i = 0;i < r_refdef.scene.numentities;i++)
4198         {
4199                 if (!r_refdef.viewcache.entityvisible[i])
4200                         continue;
4201                 ent = r_refdef.scene.entities[i];
4202                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4203                         ent->model->DrawAddWaterPlanes(ent);
4204         }
4205 }
4206
4207 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4208
4209 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4210 {
4211         if (r_hdr_irisadaptation.integer)
4212         {
4213                 vec3_t p;
4214                 vec3_t ambient;
4215                 vec3_t diffuse;
4216                 vec3_t diffusenormal;
4217                 vec3_t forward;
4218                 vec_t brightness = 0.0f;
4219                 vec_t goal;
4220                 vec_t current;
4221                 vec_t d;
4222                 int c;
4223                 VectorCopy(r_refdef.view.forward, forward);
4224                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4225                 {
4226                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4227                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4228                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4229                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4230                         d = DotProduct(forward, diffusenormal);
4231                         brightness += VectorLength(ambient);
4232                         if (d > 0)
4233                                 brightness += d * VectorLength(diffuse);
4234                 }
4235                 brightness *= 1.0f / c;
4236                 brightness += 0.00001f; // make sure it's never zero
4237                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4238                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4239                 current = r_hdr_irisadaptation_value.value;
4240                 if (current < goal)
4241                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4242                 else if (current > goal)
4243                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4244                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4245                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4246         }
4247         else if (r_hdr_irisadaptation_value.value != 1.0f)
4248                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4249 }
4250
4251 static void R_View_SetFrustum(const int *scissor)
4252 {
4253         int i;
4254         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4255         vec3_t forward, left, up, origin, v;
4256
4257         if(scissor)
4258         {
4259                 // flipped x coordinates (because x points left here)
4260                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4261                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4262                 // non-flipped y coordinates
4263                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4264                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4265         }
4266
4267         // we can't trust r_refdef.view.forward and friends in reflected scenes
4268         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4269
4270 #if 0
4271         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4272         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4273         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4274         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4275         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4276         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4277         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4278         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4279         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4280         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4281         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4282         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4283 #endif
4284
4285 #if 0
4286         zNear = r_refdef.nearclip;
4287         nudge = 1.0 - 1.0 / (1<<23);
4288         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4289         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4290         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4291         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4292         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4293         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4294         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4295         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4296 #endif
4297
4298
4299
4300 #if 0
4301         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4302         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4303         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4304         r_refdef.view.frustum[0].dist = m[15] - m[12];
4305
4306         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4307         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4308         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4309         r_refdef.view.frustum[1].dist = m[15] + m[12];
4310
4311         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4312         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4313         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4314         r_refdef.view.frustum[2].dist = m[15] - m[13];
4315
4316         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4317         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4318         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4319         r_refdef.view.frustum[3].dist = m[15] + m[13];
4320
4321         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4322         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4323         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4324         r_refdef.view.frustum[4].dist = m[15] - m[14];
4325
4326         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4327         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4328         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4329         r_refdef.view.frustum[5].dist = m[15] + m[14];
4330 #endif
4331
4332         if (r_refdef.view.useperspective)
4333         {
4334                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4335                 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]);
4336                 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]);
4337                 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]);
4338                 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]);
4339
4340                 // then the normals from the corners relative to origin
4341                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4342                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4343                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4344                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4345
4346                 // in a NORMAL view, forward cross left == up
4347                 // in a REFLECTED view, forward cross left == down
4348                 // so our cross products above need to be adjusted for a left handed coordinate system
4349                 CrossProduct(forward, left, v);
4350                 if(DotProduct(v, up) < 0)
4351                 {
4352                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4353                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4354                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4355                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4356                 }
4357
4358                 // Leaving those out was a mistake, those were in the old code, and they
4359                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4360                 // I couldn't reproduce it after adding those normalizations. --blub
4361                 VectorNormalize(r_refdef.view.frustum[0].normal);
4362                 VectorNormalize(r_refdef.view.frustum[1].normal);
4363                 VectorNormalize(r_refdef.view.frustum[2].normal);
4364                 VectorNormalize(r_refdef.view.frustum[3].normal);
4365
4366                 // make the corners absolute
4367                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4368                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4369                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4370                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4371
4372                 // one more normal
4373                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4374
4375                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4376                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4377                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4378                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4379                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4380         }
4381         else
4382         {
4383                 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4384                 VectorScale(left,  1.0f, r_refdef.view.frustum[1].normal);
4385                 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4386                 VectorScale(up,  1.0f, r_refdef.view.frustum[3].normal);
4387                 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4388                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4389                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4390                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4391                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4392                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4393         }
4394         r_refdef.view.numfrustumplanes = 5;
4395
4396         if (r_refdef.view.useclipplane)
4397         {
4398                 r_refdef.view.numfrustumplanes = 6;
4399                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4400         }
4401
4402         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4403                 PlaneClassify(r_refdef.view.frustum + i);
4404
4405         // LordHavoc: note to all quake engine coders, Quake had a special case
4406         // for 90 degrees which assumed a square view (wrong), so I removed it,
4407         // Quake2 has it disabled as well.
4408
4409         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4410         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4411         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4412         //PlaneClassify(&frustum[0]);
4413
4414         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4415         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4416         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4417         //PlaneClassify(&frustum[1]);
4418
4419         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4420         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4421         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4422         //PlaneClassify(&frustum[2]);
4423
4424         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4425         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4426         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4427         //PlaneClassify(&frustum[3]);
4428
4429         // nearclip plane
4430         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4431         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4432         //PlaneClassify(&frustum[4]);
4433 }
4434
4435 static void R_View_UpdateWithScissor(const int *myscissor)
4436 {
4437         R_Main_ResizeViewCache();
4438         R_View_SetFrustum(myscissor);
4439         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4440         R_View_UpdateEntityVisible();
4441 }
4442
4443 static void R_View_Update(void)
4444 {
4445         R_Main_ResizeViewCache();
4446         R_View_SetFrustum(NULL);
4447         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4448         R_View_UpdateEntityVisible();
4449 }
4450
4451 float viewscalefpsadjusted = 1.0f;
4452
4453 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4454 {
4455         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4456         scale = bound(0.03125f, scale, 1.0f);
4457         *outwidth = (int)ceil(width * scale);
4458         *outheight = (int)ceil(height * scale);
4459 }
4460
4461 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4462 {
4463         const float *customclipplane = NULL;
4464         float plane[4];
4465         int /*rtwidth,*/ rtheight;
4466         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4467         {
4468                 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4469                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4470                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4471                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4472                         dist = r_refdef.view.clipplane.dist;
4473                 plane[0] = r_refdef.view.clipplane.normal[0];
4474                 plane[1] = r_refdef.view.clipplane.normal[1];
4475                 plane[2] = r_refdef.view.clipplane.normal[2];
4476                 plane[3] = -dist;
4477                 customclipplane = plane;
4478         }
4479
4480         //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4481         rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4482
4483         if (!r_refdef.view.useperspective)
4484                 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4485         else if (vid.stencil && r_useinfinitefarclip.integer)
4486                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4487         else
4488                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4489         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4490         R_SetViewport(&r_refdef.view.viewport);
4491 }
4492
4493 void R_EntityMatrix(const matrix4x4_t *matrix)
4494 {
4495         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4496         {
4497                 gl_modelmatrixchanged = false;
4498                 gl_modelmatrix = *matrix;
4499                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4500                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4501                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4502                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4503                 CHECKGLERROR
4504                 switch(vid.renderpath)
4505                 {
4506                 case RENDERPATH_GL32:
4507                 case RENDERPATH_GLES2:
4508                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4509                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4510                         break;
4511                 }
4512         }
4513 }
4514
4515 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4516 {
4517         r_viewport_t viewport;
4518
4519         CHECKGLERROR
4520
4521         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4522         R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4523         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4524         R_SetViewport(&viewport);
4525         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4526         GL_Color(1, 1, 1, 1);
4527         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4528         GL_BlendFunc(GL_ONE, GL_ZERO);
4529         GL_ScissorTest(false);
4530         GL_DepthMask(false);
4531         GL_DepthRange(0, 1);
4532         GL_DepthTest(false);
4533         GL_DepthFunc(GL_LEQUAL);
4534         R_EntityMatrix(&identitymatrix);
4535         R_Mesh_ResetTextureState();
4536         GL_PolygonOffset(0, 0);
4537         switch(vid.renderpath)
4538         {
4539         case RENDERPATH_GL32:
4540         case RENDERPATH_GLES2:
4541                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4542                 break;
4543         }
4544         GL_CullFace(GL_NONE);
4545
4546         CHECKGLERROR
4547 }
4548
4549 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4550 {
4551         R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4552 }
4553
4554 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4555 {
4556         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4557         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4558         GL_Color(1, 1, 1, 1);
4559         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4560         GL_BlendFunc(GL_ONE, GL_ZERO);
4561         GL_ScissorTest(true);
4562         GL_DepthMask(true);
4563         GL_DepthRange(0, 1);
4564         GL_DepthTest(true);
4565         GL_DepthFunc(GL_LEQUAL);
4566         R_EntityMatrix(&identitymatrix);
4567         R_Mesh_ResetTextureState();
4568         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4569         switch(vid.renderpath)
4570         {
4571         case RENDERPATH_GL32:
4572         case RENDERPATH_GLES2:
4573                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4574                 break;
4575         }
4576         GL_CullFace(r_refdef.view.cullface_back);
4577 }
4578
4579 /*
4580 ================
4581 R_RenderView_UpdateViewVectors
4582 ================
4583 */
4584 void R_RenderView_UpdateViewVectors(void)
4585 {
4586         // break apart the view matrix into vectors for various purposes
4587         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4588         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4589         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4590         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4591         // make an inverted copy of the view matrix for tracking sprites
4592         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4593 }
4594
4595 void R_RenderTarget_FreeUnused(qboolean force)
4596 {
4597         int i, j, end;
4598         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4599         for (i = 0; i < end; i++)
4600         {
4601                 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4602                 // free resources for rendertargets that have not been used for a while
4603                 // (note: this check is run after the frame render, so any targets used
4604                 // this frame will not be affected even at low framerates)
4605                 if (r && (realtime - r->lastusetime > 0.2 || force))
4606                 {
4607                         if (r->fbo)
4608                                 R_Mesh_DestroyFramebufferObject(r->fbo);
4609                         for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4610                                 if (r->colortexture[j])
4611                                         R_FreeTexture(r->colortexture[j]);
4612                         if (r->depthtexture)
4613                                 R_FreeTexture(r->depthtexture);
4614                         Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4615                 }
4616         }
4617 }
4618
4619 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4620 {
4621         float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4622         x1 = x * iw;
4623         x2 = (x + w) * iw;
4624         y1 = (th - y) * ih;
4625         y2 = (th - y - h) * ih;
4626         texcoord2f[0] = x1;
4627         texcoord2f[2] = x2;
4628         texcoord2f[4] = x2;
4629         texcoord2f[6] = x1;
4630         texcoord2f[1] = y1;
4631         texcoord2f[3] = y1;
4632         texcoord2f[5] = y2;
4633         texcoord2f[7] = y2;
4634 }
4635
4636 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4637 {
4638         int i, j, end;
4639         r_rendertarget_t *r = NULL;
4640         char vabuf[256];
4641         // first try to reuse an existing slot if possible
4642         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4643         for (i = 0; i < end; i++)
4644         {
4645                 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4646                 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4647                         break;
4648         }
4649         if (i == end)
4650         {
4651                 // no unused exact match found, so we have to make one in the first unused slot
4652                 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4653                 r->texturewidth = texturewidth;
4654                 r->textureheight = textureheight;
4655                 r->colortextype[0] = colortextype0;
4656                 r->colortextype[1] = colortextype1;
4657                 r->colortextype[2] = colortextype2;
4658                 r->colortextype[3] = colortextype3;
4659                 r->depthtextype = depthtextype;
4660                 r->depthisrenderbuffer = depthisrenderbuffer;
4661                 for (j = 0; j < 4; j++)
4662                         if (r->colortextype[j])
4663                                 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4664                 if (r->depthtextype)
4665                 {
4666                         if (r->depthisrenderbuffer)
4667                                 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4668                         else
4669                                 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4670                 }
4671                 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4672         }
4673         r_refdef.stats[r_stat_rendertargets_used]++;
4674         r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4675         r->lastusetime = realtime;
4676         R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4677         return r;
4678 }
4679
4680 static void R_Water_StartFrame(void)
4681 {
4682         int waterwidth, waterheight;
4683
4684         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4685                 return;
4686
4687         // set waterwidth and waterheight to the water resolution that will be
4688         // used (often less than the screen resolution for faster rendering)
4689         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4690         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4691         R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4692
4693         if (!r_water.integer || r_showsurfaces.integer)
4694                 waterwidth = waterheight = 0;
4695
4696         // set up variables that will be used in shader setup
4697         r_fb.water.waterwidth = waterwidth;
4698         r_fb.water.waterheight = waterheight;
4699         r_fb.water.texturewidth = waterwidth;
4700         r_fb.water.textureheight = waterheight;
4701         r_fb.water.camerawidth = waterwidth;
4702         r_fb.water.cameraheight = waterheight;
4703         r_fb.water.screenscale[0] = 0.5f;
4704         r_fb.water.screenscale[1] = 0.5f;
4705         r_fb.water.screencenter[0] = 0.5f;
4706         r_fb.water.screencenter[1] = 0.5f;
4707         r_fb.water.enabled = waterwidth != 0;
4708
4709         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4710         r_fb.water.numwaterplanes = 0;
4711 }
4712
4713 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4714 {
4715         int planeindex, bestplaneindex, vertexindex;
4716         vec3_t mins, maxs, normal, center, v, n;
4717         vec_t planescore, bestplanescore;
4718         mplane_t plane;
4719         r_waterstate_waterplane_t *p;
4720         texture_t *t = R_GetCurrentTexture(surface->texture);
4721
4722         rsurface.texture = t;
4723         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4724         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4725         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4726                 return;
4727         // average the vertex normals, find the surface bounds (after deformvertexes)
4728         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4729         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4730         VectorCopy(n, normal);
4731         VectorCopy(v, mins);
4732         VectorCopy(v, maxs);
4733         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4734         {
4735                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4736                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4737                 VectorAdd(normal, n, normal);
4738                 mins[0] = min(mins[0], v[0]);
4739                 mins[1] = min(mins[1], v[1]);
4740                 mins[2] = min(mins[2], v[2]);
4741                 maxs[0] = max(maxs[0], v[0]);
4742                 maxs[1] = max(maxs[1], v[1]);
4743                 maxs[2] = max(maxs[2], v[2]);
4744         }
4745         VectorNormalize(normal);
4746         VectorMAM(0.5f, mins, 0.5f, maxs, center);
4747
4748         VectorCopy(normal, plane.normal);
4749         VectorNormalize(plane.normal);
4750         plane.dist = DotProduct(center, plane.normal);
4751         PlaneClassify(&plane);
4752         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4753         {
4754                 // skip backfaces (except if nocullface is set)
4755 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4756 //                      return;
4757                 VectorNegate(plane.normal, plane.normal);
4758                 plane.dist *= -1;
4759                 PlaneClassify(&plane);
4760         }
4761
4762
4763         // find a matching plane if there is one
4764         bestplaneindex = -1;
4765         bestplanescore = 1048576.0f;
4766         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4767         {
4768                 if(p->camera_entity == t->camera_entity)
4769                 {
4770                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4771                         if (bestplaneindex < 0 || bestplanescore > planescore)
4772                         {
4773                                 bestplaneindex = planeindex;
4774                                 bestplanescore = planescore;
4775                         }
4776                 }
4777         }
4778         planeindex = bestplaneindex;
4779
4780         // if this surface does not fit any known plane rendered this frame, add one
4781         if (planeindex < 0 || bestplanescore > 0.001f)
4782         {
4783                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4784                 {
4785                         // store the new plane
4786                         planeindex = r_fb.water.numwaterplanes++;
4787                         p = r_fb.water.waterplanes + planeindex;
4788                         p->plane = plane;
4789                         // clear materialflags and pvs
4790                         p->materialflags = 0;
4791                         p->pvsvalid = false;
4792                         p->camera_entity = t->camera_entity;
4793                         VectorCopy(mins, p->mins);
4794                         VectorCopy(maxs, p->maxs);
4795                 }
4796                 else
4797                 {
4798                         // We're totally screwed.
4799                         return;
4800                 }
4801         }
4802         else
4803         {
4804                 // merge mins/maxs when we're adding this surface to the plane
4805                 p = r_fb.water.waterplanes + planeindex;
4806                 p->mins[0] = min(p->mins[0], mins[0]);
4807                 p->mins[1] = min(p->mins[1], mins[1]);
4808                 p->mins[2] = min(p->mins[2], mins[2]);
4809                 p->maxs[0] = max(p->maxs[0], maxs[0]);
4810                 p->maxs[1] = max(p->maxs[1], maxs[1]);
4811                 p->maxs[2] = max(p->maxs[2], maxs[2]);
4812         }
4813         // merge this surface's materialflags into the waterplane
4814         p->materialflags |= t->currentmaterialflags;
4815         if(!(p->materialflags & MATERIALFLAG_CAMERA))
4816         {
4817                 // merge this surface's PVS into the waterplane
4818                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4819                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4820                 {
4821                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4822                         p->pvsvalid = true;
4823                 }
4824         }
4825 }
4826
4827 extern cvar_t r_drawparticles;
4828 extern cvar_t r_drawdecals;
4829
4830 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4831 {
4832         int myscissor[4];
4833         r_refdef_view_t originalview;
4834         r_refdef_view_t myview;
4835         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;
4836         r_waterstate_waterplane_t *p;
4837         vec3_t visorigin;
4838         r_rendertarget_t *rt;
4839
4840         originalview = r_refdef.view;
4841
4842         // lowquality hack, temporarily shut down some cvars and restore afterwards
4843         qualityreduction = r_water_lowquality.integer;
4844         if (qualityreduction > 0)
4845         {
4846                 if (qualityreduction >= 1)
4847                 {
4848                         old_r_shadows = r_shadows.integer;
4849                         old_r_worldrtlight = r_shadow_realtime_world.integer;
4850                         old_r_dlight = r_shadow_realtime_dlight.integer;
4851                         Cvar_SetValueQuick(&r_shadows, 0);
4852                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4853                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4854                 }
4855                 if (qualityreduction >= 2)
4856                 {
4857                         old_r_dynamic = r_dynamic.integer;
4858                         old_r_particles = r_drawparticles.integer;
4859                         old_r_decals = r_drawdecals.integer;
4860                         Cvar_SetValueQuick(&r_dynamic, 0);
4861                         Cvar_SetValueQuick(&r_drawparticles, 0);
4862                         Cvar_SetValueQuick(&r_drawdecals, 0);
4863                 }
4864         }
4865
4866         for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4867         {
4868                 p->rt_reflection = NULL;
4869                 p->rt_refraction = NULL;
4870                 p->rt_camera = NULL;
4871         }
4872
4873         // render views
4874         r_refdef.view = originalview;
4875         r_refdef.view.showdebug = false;
4876         r_refdef.view.width = r_fb.water.waterwidth;
4877         r_refdef.view.height = r_fb.water.waterheight;
4878         r_refdef.view.useclipplane = true;
4879         myview = r_refdef.view;
4880         r_fb.water.renderingscene = true;
4881         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4882         {
4883                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4884                         continue;
4885
4886                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4887                 {
4888                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4889                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4890                                 goto error;
4891                         r_refdef.view = myview;
4892                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4893                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4894                         if(r_water_scissormode.integer)
4895                         {
4896                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4897                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4898                                 {
4899                                         p->rt_reflection = NULL;
4900                                         p->rt_refraction = NULL;
4901                                         p->rt_camera = NULL;
4902                                         continue;
4903                                 }
4904                         }
4905
4906                         r_refdef.view.clipplane = p->plane;
4907                         // reflected view origin may be in solid, so don't cull with it
4908                         r_refdef.view.usevieworiginculling = false;
4909                         // reverse the cullface settings for this render
4910                         r_refdef.view.cullface_front = GL_FRONT;
4911                         r_refdef.view.cullface_back = GL_BACK;
4912                         // combined pvs (based on what can be seen from each surface center)
4913                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4914                         {
4915                                 r_refdef.view.usecustompvs = true;
4916                                 if (p->pvsvalid)
4917                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4918                                 else
4919                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4920                         }
4921
4922                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4923                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4924                         GL_ScissorTest(false);
4925                         R_ClearScreen(r_refdef.fogenabled);
4926                         GL_ScissorTest(true);
4927                         if(r_water_scissormode.integer & 2)
4928                                 R_View_UpdateWithScissor(myscissor);
4929                         else
4930                                 R_View_Update();
4931                         R_AnimCache_CacheVisibleEntities();
4932                         if(r_water_scissormode.integer & 1)
4933                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4934                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4935
4936                         r_fb.water.hideplayer = false;
4937                         p->rt_reflection = rt;
4938                 }
4939
4940                 // render the normal view scene and copy into texture
4941                 // (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)
4942                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4943                 {
4944                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4945                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4946                                 goto error;
4947                         r_refdef.view = myview;
4948                         if(r_water_scissormode.integer)
4949                         {
4950                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4951                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4952                                 {
4953                                         p->rt_reflection = NULL;
4954                                         p->rt_refraction = NULL;
4955                                         p->rt_camera = NULL;
4956                                         continue;
4957                                 }
4958                         }
4959
4960                         // combined pvs (based on what can be seen from each surface center)
4961                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4962                         {
4963                                 r_refdef.view.usecustompvs = true;
4964                                 if (p->pvsvalid)
4965                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4966                                 else
4967                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4968                         }
4969
4970                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4971
4972                         r_refdef.view.clipplane = p->plane;
4973                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4974                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4975
4976                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4977                         {
4978                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4979                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4980                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4981                                 R_RenderView_UpdateViewVectors();
4982                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4983                                 {
4984                                         r_refdef.view.usecustompvs = true;
4985                                         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);
4986                                 }
4987                         }
4988
4989                         PlaneClassify(&r_refdef.view.clipplane);
4990
4991                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4992                         GL_ScissorTest(false);
4993                         R_ClearScreen(r_refdef.fogenabled);
4994                         GL_ScissorTest(true);
4995                         if(r_water_scissormode.integer & 2)
4996                                 R_View_UpdateWithScissor(myscissor);
4997                         else
4998                                 R_View_Update();
4999                         R_AnimCache_CacheVisibleEntities();
5000                         if(r_water_scissormode.integer & 1)
5001                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5002                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5003
5004                         r_fb.water.hideplayer = false;
5005                         p->rt_refraction = rt;
5006                 }
5007                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5008                 {
5009                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5010                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5011                                 goto error;
5012                         r_refdef.view = myview;
5013
5014                         r_refdef.view.clipplane = p->plane;
5015                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5016                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5017
5018                         r_refdef.view.width = r_fb.water.camerawidth;
5019                         r_refdef.view.height = r_fb.water.cameraheight;
5020                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5021                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5022                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5023                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5024
5025                         if(p->camera_entity)
5026                         {
5027                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5028                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5029                         }
5030
5031                         // note: all of the view is used for displaying... so
5032                         // there is no use in scissoring
5033
5034                         // reverse the cullface settings for this render
5035                         r_refdef.view.cullface_front = GL_FRONT;
5036                         r_refdef.view.cullface_back = GL_BACK;
5037                         // also reverse the view matrix
5038                         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
5039                         R_RenderView_UpdateViewVectors();
5040                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5041                         {
5042                                 r_refdef.view.usecustompvs = true;
5043                                 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);
5044                         }
5045                         
5046                         // camera needs no clipplane
5047                         r_refdef.view.useclipplane = false;
5048                         // TODO: is the camera origin always valid?  if so we don't need to clear this
5049                         r_refdef.view.usevieworiginculling = false;
5050
5051                         PlaneClassify(&r_refdef.view.clipplane);
5052
5053                         r_fb.water.hideplayer = false;
5054
5055                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5056                         GL_ScissorTest(false);
5057                         R_ClearScreen(r_refdef.fogenabled);
5058                         GL_ScissorTest(true);
5059                         R_View_Update();
5060                         R_AnimCache_CacheVisibleEntities();
5061                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5062
5063                         r_fb.water.hideplayer = false;
5064                         p->rt_camera = rt;
5065                 }
5066
5067         }
5068         r_fb.water.renderingscene = false;
5069         r_refdef.view = originalview;
5070         R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5071         R_View_Update();
5072         R_AnimCache_CacheVisibleEntities();
5073         goto finish;
5074 error:
5075         r_refdef.view = originalview;
5076         r_fb.water.renderingscene = false;
5077         Cvar_SetValueQuick(&r_water, 0);
5078         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5079 finish:
5080         // lowquality hack, restore cvars
5081         if (qualityreduction > 0)
5082         {
5083                 if (qualityreduction >= 1)
5084                 {
5085                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5086                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5087                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5088                 }
5089                 if (qualityreduction >= 2)
5090                 {
5091                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5092                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5093                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5094                 }
5095         }
5096 }
5097
5098 static void R_Bloom_StartFrame(void)
5099 {
5100         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5101         int viewwidth, viewheight;
5102         textype_t textype = TEXTYPE_COLORBUFFER;
5103
5104         // clear the pointers to rendertargets from last frame as they're stale
5105         r_fb.rt_screen = NULL;
5106         r_fb.rt_bloom = NULL;
5107
5108         switch (vid.renderpath)
5109         {
5110         case RENDERPATH_GL32:
5111                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5112                 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5113                 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5114                 break;
5115         case RENDERPATH_GLES2:
5116                 r_fb.usedepthtextures = false;
5117                 break;
5118         }
5119
5120         if (r_viewscale_fpsscaling.integer)
5121         {
5122                 double actualframetime;
5123                 double targetframetime;
5124                 double adjust;
5125                 actualframetime = r_refdef.lastdrawscreentime;
5126                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5127                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5128                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5129                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5130                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5131                 viewscalefpsadjusted += adjust;
5132                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5133         }
5134         else
5135                 viewscalefpsadjusted = 1.0f;
5136
5137         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5138
5139         // set bloomwidth and bloomheight to the bloom resolution that will be
5140         // used (often less than the screen resolution for faster rendering)
5141         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5142         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5143         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5144         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5145         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5146
5147         // calculate desired texture sizes
5148         screentexturewidth = viewwidth;
5149         screentextureheight = viewheight;
5150         bloomtexturewidth = r_fb.bloomwidth;
5151         bloomtextureheight = r_fb.bloomheight;
5152
5153         if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5154         {
5155                 Cvar_SetValueQuick(&r_bloom, 0);
5156                 Cvar_SetValueQuick(&r_motionblur, 0);
5157                 Cvar_SetValueQuick(&r_damageblur, 0);
5158         }
5159
5160         // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5161         if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5162         {
5163                 if (r_fb.ghosttexture)
5164                         R_FreeTexture(r_fb.ghosttexture);
5165                 r_fb.ghosttexture = NULL;
5166
5167                 r_fb.screentexturewidth = screentexturewidth;
5168                 r_fb.screentextureheight = screentextureheight;
5169                 r_fb.textype = textype;
5170
5171                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5172                 {
5173                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
5174                                 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5175                         r_fb.ghosttexture_valid = false;
5176                 }
5177         }
5178
5179         if (r_bloom.integer)
5180         {
5181                 // bloom texture is a different resolution
5182                 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5183                 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5184                 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5185         }
5186         else
5187                 r_fb.bloomwidth = r_fb.bloomheight = 0;
5188
5189         r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5190
5191         r_refdef.view.clear = true;
5192 }
5193
5194 static void R_Bloom_MakeTexture(void)
5195 {
5196         int x, range, dir;
5197         float xoffset, yoffset, r, brighten;
5198         float colorscale = r_bloom_colorscale.value;
5199         r_viewport_t bloomviewport;
5200         r_rendertarget_t *prev, *cur;
5201         textype_t textype = r_fb.rt_screen->colortextype[0];
5202
5203         r_refdef.stats[r_stat_bloom]++;
5204
5205         R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5206
5207         // scale down screen texture to the bloom texture size
5208         CHECKGLERROR
5209         prev = r_fb.rt_screen;
5210         cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5211         R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5212         R_SetViewport(&bloomviewport);
5213         GL_CullFace(GL_NONE);
5214         GL_DepthTest(false);
5215         GL_BlendFunc(GL_ONE, GL_ZERO);
5216         GL_Color(colorscale, colorscale, colorscale, 1);
5217         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5218         // TODO: do boxfilter scale-down in shader?
5219         R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5220         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5221         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5222         // we now have a properly scaled bloom image
5223
5224         // multiply bloom image by itself as many times as desired to darken it
5225         // TODO: if people actually use this it could be done more quickly in the previous shader pass
5226         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5227         {
5228                 prev = cur;
5229                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5230                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5231                 x *= 2;
5232                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5233                 if(x <= 2)
5234                         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5235                 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5236                 GL_Color(1,1,1,1); // no fix factor supported here
5237                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5238                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5239                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5240                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5241         }
5242         CHECKGLERROR
5243
5244         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5245         brighten = r_bloom_brighten.value;
5246         brighten = sqrt(brighten);
5247         if(range >= 1)
5248                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5249
5250         for (dir = 0;dir < 2;dir++)
5251         {
5252                 prev = cur;
5253                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5254                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5255                 // blend on at multiple vertical offsets to achieve a vertical blur
5256                 // TODO: do offset blends using GLSL
5257                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5258                 CHECKGLERROR
5259                 GL_BlendFunc(GL_ONE, GL_ZERO);
5260                 CHECKGLERROR
5261                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5262                 CHECKGLERROR
5263                 for (x = -range;x <= range;x++)
5264                 {
5265                         if (!dir){xoffset = 0;yoffset = x;}
5266                         else {xoffset = x;yoffset = 0;}
5267                         xoffset /= (float)prev->texturewidth;
5268                         yoffset /= (float)prev->textureheight;
5269                         // compute a texcoord array with the specified x and y offset
5270                         r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5271                         r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5272                         r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5273                         r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5274                         r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5275                         r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5276                         r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5277                         r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5278                         // this r value looks like a 'dot' particle, fading sharply to
5279                         // black at the edges
5280                         // (probably not realistic but looks good enough)
5281                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5282                         //r = brighten/(range*2+1);
5283                         r = brighten / (range * 2 + 1);
5284                         if(range >= 1)
5285                                 r *= (1 - x*x/(float)((range+1)*(range+1)));
5286                         if (r <= 0)
5287                                 continue;
5288                         CHECKGLERROR
5289                         GL_Color(r, r, r, 1);
5290                         CHECKGLERROR
5291                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5292                         CHECKGLERROR
5293                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5294                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5295                         CHECKGLERROR
5296                         GL_BlendFunc(GL_ONE, GL_ONE);
5297                         CHECKGLERROR
5298                 }
5299         }
5300
5301         // now we have the bloom image, so keep track of it
5302         r_fb.rt_bloom = cur;
5303 }
5304
5305 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5306 {
5307         dpuint64 permutation;
5308         float uservecs[4][4];
5309         rtexture_t *viewtexture;
5310         rtexture_t *bloomtexture;
5311
5312         R_EntityMatrix(&identitymatrix);
5313
5314         if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5315         {
5316                 // declare variables
5317                 float blur_factor, blur_mouseaccel, blur_velocity;
5318                 static float blur_average; 
5319                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5320
5321                 // set a goal for the factoring
5322                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
5323                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5324                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
5325                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5326                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
5327                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
5328
5329                 // from the goal, pick an averaged value between goal and last value
5330                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5331                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5332
5333                 // enforce minimum amount of blur 
5334                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5335
5336                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5337
5338                 // calculate values into a standard alpha
5339                 cl.motionbluralpha = 1 - exp(-
5340                                 (
5341                                         (r_motionblur.value * blur_factor / 80)
5342                                         +
5343                                         (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5344                                 )
5345                                 /
5346                                 max(0.0001, cl.time - cl.oldtime) // fps independent
5347                                 );
5348
5349                 // randomization for the blur value to combat persistent ghosting
5350                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5351                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5352
5353                 // apply the blur
5354                 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5355                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5356                 {
5357                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5358                         GL_Color(1, 1, 1, cl.motionbluralpha);
5359                         R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5360                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5361                         R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5362                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5363                         r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5364                 }
5365
5366                 // updates old view angles for next pass
5367                 VectorCopy(cl.viewangles, blur_oldangles);
5368
5369                 // copy view into the ghost texture
5370                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5371                 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5372                 r_fb.ghosttexture_valid = true;
5373         }
5374
5375         if (r_fb.bloomwidth)
5376         {
5377                 // make the bloom texture
5378                 R_Bloom_MakeTexture();
5379         }
5380
5381 #if _MSC_VER >= 1400
5382 #define sscanf sscanf_s
5383 #endif
5384         memset(uservecs, 0, sizeof(uservecs));
5385         if (r_glsl_postprocess_uservec1_enable.integer)
5386                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5387         if (r_glsl_postprocess_uservec2_enable.integer)
5388                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5389         if (r_glsl_postprocess_uservec3_enable.integer)
5390                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5391         if (r_glsl_postprocess_uservec4_enable.integer)
5392                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5393
5394         // render to the screen fbo
5395         R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5396         GL_Color(1, 1, 1, 1);
5397         GL_BlendFunc(GL_ONE, GL_ZERO);
5398
5399         viewtexture = r_fb.rt_screen->colortexture[0];
5400         bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5401
5402         if (r_rendertarget_debug.integer >= 0)
5403         {
5404                 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5405                 if (rt && rt->colortexture[0])
5406                 {
5407                         viewtexture = rt->colortexture[0];
5408                         bloomtexture = NULL;
5409                 }
5410         }
5411
5412         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5413         switch(vid.renderpath)
5414         {
5415         case RENDERPATH_GL32:
5416         case RENDERPATH_GLES2:
5417                 permutation =
5418                         (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5419                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5420                         | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5421                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5422                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5423                 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5424                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , viewtexture);
5425                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , bloomtexture);
5426                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
5427                 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]);
5428                 if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5429                 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]);
5430                 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]);
5431                 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]);
5432                 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]);
5433                 if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
5434                 if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5435                 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);
5436                 break;
5437         }
5438         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5439         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5440 }
5441
5442 matrix4x4_t r_waterscrollmatrix;
5443
5444 void R_UpdateFog(void)
5445 {
5446         // Nehahra fog
5447         if (gamemode == GAME_NEHAHRA)
5448         {
5449                 if (gl_fogenable.integer)
5450                 {
5451                         r_refdef.oldgl_fogenable = true;
5452                         r_refdef.fog_density = gl_fogdensity.value;
5453                         r_refdef.fog_red = gl_fogred.value;
5454                         r_refdef.fog_green = gl_foggreen.value;
5455                         r_refdef.fog_blue = gl_fogblue.value;
5456                         r_refdef.fog_alpha = 1;
5457                         r_refdef.fog_start = 0;
5458                         r_refdef.fog_end = gl_skyclip.value;
5459                         r_refdef.fog_height = 1<<30;
5460                         r_refdef.fog_fadedepth = 128;
5461                 }
5462                 else if (r_refdef.oldgl_fogenable)
5463                 {
5464                         r_refdef.oldgl_fogenable = false;
5465                         r_refdef.fog_density = 0;
5466                         r_refdef.fog_red = 0;
5467                         r_refdef.fog_green = 0;
5468                         r_refdef.fog_blue = 0;
5469                         r_refdef.fog_alpha = 0;
5470                         r_refdef.fog_start = 0;
5471                         r_refdef.fog_end = 0;
5472                         r_refdef.fog_height = 1<<30;
5473                         r_refdef.fog_fadedepth = 128;
5474                 }
5475         }
5476
5477         // fog parms
5478         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5479         r_refdef.fog_start = max(0, r_refdef.fog_start);
5480         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5481
5482         if (r_refdef.fog_density && r_drawfog.integer)
5483         {
5484                 r_refdef.fogenabled = true;
5485                 // this is the point where the fog reaches 0.9986 alpha, which we
5486                 // consider a good enough cutoff point for the texture
5487                 // (0.9986 * 256 == 255.6)
5488                 if (r_fog_exp2.integer)
5489                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5490                 else
5491                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5492                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5493                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5494                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5495                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5496                         R_BuildFogHeightTexture();
5497                 // fog color was already set
5498                 // update the fog texture
5499                 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)
5500                         R_BuildFogTexture();
5501                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5502                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5503         }
5504         else
5505                 r_refdef.fogenabled = false;
5506
5507         // fog color
5508         if (r_refdef.fog_density)
5509         {
5510                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5511                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5512                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5513
5514                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5515                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5516                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5517                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5518
5519                 {
5520                         vec3_t fogvec;
5521                         VectorCopy(r_refdef.fogcolor, fogvec);
5522                         //   color.rgb *= ContrastBoost * SceneBrightness;
5523                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5524                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5525                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5526                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5527                 }
5528         }
5529 }
5530
5531 void R_UpdateVariables(void)
5532 {
5533         R_Textures_Frame();
5534
5535         r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5536
5537         r_refdef.farclip = r_farclip_base.value;
5538         if (r_refdef.scene.worldmodel)
5539                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5540         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5541
5542         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5543                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5544         r_refdef.polygonfactor = 0;
5545         r_refdef.polygonoffset = 0;
5546
5547         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5548         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5549         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5550         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5551         r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5552         if (FAKELIGHT_ENABLED)
5553         {
5554                 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5555         }
5556         else if (r_refdef.scene.worldmodel)
5557         {
5558                 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5559         }
5560         if (r_showsurfaces.integer)
5561         {
5562                 r_refdef.scene.rtworld = false;
5563                 r_refdef.scene.rtworldshadows = false;
5564                 r_refdef.scene.rtdlight = false;
5565                 r_refdef.scene.rtdlightshadows = false;
5566                 r_refdef.scene.lightmapintensity = 0;
5567         }
5568
5569         r_gpuskeletal = false;
5570         switch(vid.renderpath)
5571         {
5572         case RENDERPATH_GL32:
5573                 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5574         case RENDERPATH_GLES2:
5575                 if(!vid_gammatables_trivial)
5576                 {
5577                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5578                         {
5579                                 // build GLSL gamma texture
5580 #define RAMPWIDTH 256
5581                                 unsigned short ramp[RAMPWIDTH * 3];
5582                                 unsigned char rampbgr[RAMPWIDTH][4];
5583                                 int i;
5584
5585                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5586
5587                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5588                                 for(i = 0; i < RAMPWIDTH; ++i)
5589                                 {
5590                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5591                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5592                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5593                                         rampbgr[i][3] = 0;
5594                                 }
5595                                 if (r_texture_gammaramps)
5596                                 {
5597                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5598                                 }
5599                                 else
5600                                 {
5601                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5602                                 }
5603                         }
5604                 }
5605                 else
5606                 {
5607                         // remove GLSL gamma texture
5608                 }
5609                 break;
5610         }
5611 }
5612
5613 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5614 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5615 /*
5616 ================
5617 R_SelectScene
5618 ================
5619 */
5620 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5621         if( scenetype != r_currentscenetype ) {
5622                 // store the old scenetype
5623                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5624                 r_currentscenetype = scenetype;
5625                 // move in the new scene
5626                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5627         }
5628 }
5629
5630 /*
5631 ================
5632 R_GetScenePointer
5633 ================
5634 */
5635 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5636 {
5637         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5638         if( scenetype == r_currentscenetype ) {
5639                 return &r_refdef.scene;
5640         } else {
5641                 return &r_scenes_store[ scenetype ];
5642         }
5643 }
5644
5645 static int R_SortEntities_Compare(const void *ap, const void *bp)
5646 {
5647         const entity_render_t *a = *(const entity_render_t **)ap;
5648         const entity_render_t *b = *(const entity_render_t **)bp;
5649
5650         // 1. compare model
5651         if(a->model < b->model)
5652                 return -1;
5653         if(a->model > b->model)
5654                 return +1;
5655
5656         // 2. compare skin
5657         // TODO possibly calculate the REAL skinnum here first using
5658         // skinscenes?
5659         if(a->skinnum < b->skinnum)
5660                 return -1;
5661         if(a->skinnum > b->skinnum)
5662                 return +1;
5663
5664         // everything we compared is equal
5665         return 0;
5666 }
5667 static void R_SortEntities(void)
5668 {
5669         // below or equal 2 ents, sorting never gains anything
5670         if(r_refdef.scene.numentities <= 2)
5671                 return;
5672         // sort
5673         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5674 }
5675
5676 /*
5677 ================
5678 R_RenderView
5679 ================
5680 */
5681 extern cvar_t r_shadow_bouncegrid;
5682 extern cvar_t v_isometric;
5683 extern void V_MakeViewIsometric(void);
5684 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5685 {
5686         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5687         int viewfbo = 0;
5688         rtexture_t *viewdepthtexture = NULL;
5689         rtexture_t *viewcolortexture = NULL;
5690         int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5691
5692         // finish any 2D rendering that was queued
5693         DrawQ_Finish();
5694
5695         if (r_timereport_active)
5696                 R_TimeReport("start");
5697         r_textureframe++; // used only by R_GetCurrentTexture
5698         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5699
5700         if(R_CompileShader_CheckStaticParms())
5701                 R_GLSL_Restart_f();
5702
5703         if (!r_drawentities.integer)
5704                 r_refdef.scene.numentities = 0;
5705         else if (r_sortentities.integer)
5706                 R_SortEntities();
5707
5708         R_AnimCache_ClearCache();
5709
5710         /* adjust for stereo display */
5711         if(R_Stereo_Active())
5712         {
5713                 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);
5714                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5715         }
5716
5717         if (r_refdef.view.isoverlay)
5718         {
5719                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5720                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5721                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5722                 R_TimeReport("depthclear");
5723
5724                 r_refdef.view.showdebug = false;
5725
5726                 r_fb.water.enabled = false;
5727                 r_fb.water.numwaterplanes = 0;
5728
5729                 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5730
5731                 r_refdef.view.matrix = originalmatrix;
5732
5733                 CHECKGLERROR
5734                 return;
5735         }
5736
5737         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5738         {
5739                 r_refdef.view.matrix = originalmatrix;
5740                 return;
5741         }
5742
5743         r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5744         if (v_isometric.integer && r_refdef.view.ismain)
5745                 V_MakeViewIsometric();
5746
5747         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5748
5749         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5750                 // in sRGB fallback, behave similar to true sRGB: convert this
5751                 // value from linear to sRGB
5752                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5753
5754         R_RenderView_UpdateViewVectors();
5755
5756         R_Shadow_UpdateWorldLightSelection();
5757
5758         // this will set up r_fb.rt_screen
5759         R_Bloom_StartFrame();
5760
5761         // apply bloom brightness offset
5762         if(r_fb.rt_bloom)
5763                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5764
5765         // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5766         if (r_fb.rt_screen)
5767         {
5768                 viewfbo = r_fb.rt_screen->fbo;
5769                 viewdepthtexture = r_fb.rt_screen->depthtexture;
5770                 viewcolortexture = r_fb.rt_screen->colortexture[0];
5771                 viewx = 0;
5772                 viewy = 0;
5773                 viewwidth = width;
5774                 viewheight = height;
5775         }
5776
5777         R_Water_StartFrame();
5778
5779         CHECKGLERROR
5780         if (r_timereport_active)
5781                 R_TimeReport("viewsetup");
5782
5783         R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5784
5785         // clear the whole fbo every frame - otherwise the driver will consider
5786         // it to be an inter-frame texture and stall in multi-gpu configurations
5787         if (r_fb.rt_screen)
5788                 GL_ScissorTest(false);
5789         R_ClearScreen(r_refdef.fogenabled);
5790         if (r_timereport_active)
5791                 R_TimeReport("viewclear");
5792
5793         r_refdef.view.clear = true;
5794
5795         r_refdef.view.showdebug = true;
5796
5797         R_View_Update();
5798         if (r_timereport_active)
5799                 R_TimeReport("visibility");
5800
5801         R_AnimCache_CacheVisibleEntities();
5802         if (r_timereport_active)
5803                 R_TimeReport("animcache");
5804
5805         R_Shadow_UpdateBounceGridTexture();
5806         if (r_timereport_active && r_shadow_bouncegrid.integer)
5807                 R_TimeReport("bouncegrid");
5808
5809         r_fb.water.numwaterplanes = 0;
5810         if (r_fb.water.enabled)
5811                 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5812
5813         // for the actual view render we use scissoring a fair amount, so scissor
5814         // test needs to be on
5815         if (r_fb.rt_screen)
5816                 GL_ScissorTest(true);
5817         GL_Scissor(viewx, viewy, viewwidth, viewheight);
5818         R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5819         r_fb.water.numwaterplanes = 0;
5820
5821         // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5822         GL_ScissorTest(false);
5823
5824         R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5825         if (r_timereport_active)
5826                 R_TimeReport("blendview");
5827
5828         r_refdef.view.matrix = originalmatrix;
5829
5830         CHECKGLERROR
5831
5832         // go back to 2d rendering
5833         DrawQ_Start();
5834 }
5835
5836 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5837 {
5838         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5839         {
5840                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5841                 if (r_timereport_active)
5842                         R_TimeReport("waterworld");
5843         }
5844
5845         // don't let sound skip if going slow
5846         if (r_refdef.scene.extraupdate)
5847                 S_ExtraUpdate ();
5848
5849         R_DrawModelsAddWaterPlanes();
5850         if (r_timereport_active)
5851                 R_TimeReport("watermodels");
5852
5853         if (r_fb.water.numwaterplanes)
5854         {
5855                 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5856                 if (r_timereport_active)
5857                         R_TimeReport("waterscenes");
5858         }
5859 }
5860
5861 extern cvar_t cl_locs_show;
5862 static void R_DrawLocs(void);
5863 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5864 static void R_DrawModelDecals(void);
5865 extern cvar_t cl_decals_newsystem;
5866 extern qboolean r_shadow_usingdeferredprepass;
5867 extern int r_shadow_shadowmapatlas_modelshadows_size;
5868 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5869 {
5870         qboolean shadowmapping = false;
5871
5872         if (r_timereport_active)
5873                 R_TimeReport("beginscene");
5874
5875         r_refdef.stats[r_stat_renders]++;
5876
5877         R_UpdateFog();
5878
5879         // don't let sound skip if going slow
5880         if (r_refdef.scene.extraupdate)
5881                 S_ExtraUpdate ();
5882
5883         R_MeshQueue_BeginScene();
5884
5885         R_SkyStartFrame();
5886
5887         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);
5888
5889         if (r_timereport_active)
5890                 R_TimeReport("skystartframe");
5891
5892         if (cl.csqc_vidvars.drawworld)
5893         {
5894                 // don't let sound skip if going slow
5895                 if (r_refdef.scene.extraupdate)
5896                         S_ExtraUpdate ();
5897
5898                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5899                 {
5900                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5901                         if (r_timereport_active)
5902                                 R_TimeReport("worldsky");
5903                 }
5904
5905                 if (R_DrawBrushModelsSky() && r_timereport_active)
5906                         R_TimeReport("bmodelsky");
5907
5908                 if (skyrendermasked && skyrenderlater)
5909                 {
5910                         // we have to force off the water clipping plane while rendering sky
5911                         R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5912                         R_Sky();
5913                         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5914                         if (r_timereport_active)
5915                                 R_TimeReport("sky");
5916                 }
5917         }
5918
5919         // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5920         r_shadow_viewfbo = viewfbo;
5921         r_shadow_viewdepthtexture = viewdepthtexture;
5922         r_shadow_viewcolortexture = viewcolortexture;
5923         r_shadow_viewx = viewx;
5924         r_shadow_viewy = viewy;
5925         r_shadow_viewwidth = viewwidth;
5926         r_shadow_viewheight = viewheight;
5927
5928         R_Shadow_PrepareModelShadows();
5929         R_Shadow_PrepareLights();
5930         if (r_timereport_active)
5931                 R_TimeReport("preparelights");
5932
5933         // render all the shadowmaps that will be used for this view
5934         shadowmapping = R_Shadow_ShadowMappingEnabled();
5935         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5936         {
5937                 R_Shadow_DrawShadowMaps();
5938                 if (r_timereport_active)
5939                         R_TimeReport("shadowmaps");
5940         }
5941
5942         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5943         if (r_shadow_usingdeferredprepass)
5944                 R_Shadow_DrawPrepass();
5945
5946         // now we begin the forward pass of the view render
5947         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5948         {
5949                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5950                 if (r_timereport_active)
5951                         R_TimeReport("worlddepth");
5952         }
5953         if (r_depthfirst.integer >= 2)
5954         {
5955                 R_DrawModelsDepth();
5956                 if (r_timereport_active)
5957                         R_TimeReport("modeldepth");
5958         }
5959
5960         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5961         {
5962                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5963                 if (r_timereport_active)
5964                         R_TimeReport("world");
5965         }
5966
5967         // don't let sound skip if going slow
5968         if (r_refdef.scene.extraupdate)
5969                 S_ExtraUpdate ();
5970
5971         R_DrawModels();
5972         if (r_timereport_active)
5973                 R_TimeReport("models");
5974
5975         // don't let sound skip if going slow
5976         if (r_refdef.scene.extraupdate)
5977                 S_ExtraUpdate ();
5978
5979         if (!r_shadow_usingdeferredprepass)
5980         {
5981                 R_Shadow_DrawLights();
5982                 if (r_timereport_active)
5983                         R_TimeReport("rtlights");
5984         }
5985
5986         // don't let sound skip if going slow
5987         if (r_refdef.scene.extraupdate)
5988                 S_ExtraUpdate ();
5989
5990         if (cl.csqc_vidvars.drawworld)
5991         {
5992                 if (cl_decals_newsystem.integer)
5993                 {
5994                         R_DrawModelDecals();
5995                         if (r_timereport_active)
5996                                 R_TimeReport("modeldecals");
5997                 }
5998                 else
5999                 {
6000                         R_DrawDecals();
6001                         if (r_timereport_active)
6002                                 R_TimeReport("decals");
6003                 }
6004
6005                 R_DrawParticles();
6006                 if (r_timereport_active)
6007                         R_TimeReport("particles");
6008
6009                 R_DrawExplosions();
6010                 if (r_timereport_active)
6011                         R_TimeReport("explosions");
6012         }
6013
6014         if (r_refdef.view.showdebug)
6015         {
6016                 if (cl_locs_show.integer)
6017                 {
6018                         R_DrawLocs();
6019                         if (r_timereport_active)
6020                                 R_TimeReport("showlocs");
6021                 }
6022
6023                 if (r_drawportals.integer)
6024                 {
6025                         R_DrawPortals();
6026                         if (r_timereport_active)
6027                                 R_TimeReport("portals");
6028                 }
6029
6030                 if (r_showbboxes_client.value > 0)
6031                 {
6032                         R_DrawEntityBBoxes(CLVM_prog);
6033                         if (r_timereport_active)
6034                                 R_TimeReport("clbboxes");
6035                 }
6036                 if (r_showbboxes.value > 0)
6037                 {
6038                         R_DrawEntityBBoxes(SVVM_prog);
6039                         if (r_timereport_active)
6040                                 R_TimeReport("svbboxes");
6041                 }
6042         }
6043
6044         if (r_transparent.integer)
6045         {
6046                 R_MeshQueue_RenderTransparent();
6047                 if (r_timereport_active)
6048                         R_TimeReport("drawtrans");
6049         }
6050
6051         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))
6052         {
6053                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6054                 if (r_timereport_active)
6055                         R_TimeReport("worlddebug");
6056                 R_DrawModelsDebug();
6057                 if (r_timereport_active)
6058                         R_TimeReport("modeldebug");
6059         }
6060
6061         if (cl.csqc_vidvars.drawworld)
6062         {
6063                 R_Shadow_DrawCoronas();
6064                 if (r_timereport_active)
6065                         R_TimeReport("coronas");
6066         }
6067
6068         // don't let sound skip if going slow
6069         if (r_refdef.scene.extraupdate)
6070                 S_ExtraUpdate ();
6071 }
6072
6073 static const unsigned short bboxelements[36] =
6074 {
6075         5, 1, 3, 5, 3, 7,
6076         6, 2, 0, 6, 0, 4,
6077         7, 3, 2, 7, 2, 6,
6078         4, 0, 1, 4, 1, 5,
6079         4, 5, 7, 4, 7, 6,
6080         1, 0, 2, 1, 2, 3,
6081 };
6082
6083 #define BBOXEDGES 13
6084 static const float bboxedges[BBOXEDGES][6] = 
6085 {
6086         // whole box
6087         { 0, 0, 0, 1, 1, 1 },
6088         // bottom edges
6089         { 0, 0, 0, 0, 1, 0 },
6090         { 0, 0, 0, 1, 0, 0 },
6091         { 0, 1, 0, 1, 1, 0 },
6092         { 1, 0, 0, 1, 1, 0 },
6093         // top edges
6094         { 0, 0, 1, 0, 1, 1 },
6095         { 0, 0, 1, 1, 0, 1 },
6096         { 0, 1, 1, 1, 1, 1 },
6097         { 1, 0, 1, 1, 1, 1 },
6098         // vertical edges
6099         { 0, 0, 0, 0, 0, 1 },
6100         { 1, 0, 0, 1, 0, 1 },
6101         { 0, 1, 0, 0, 1, 1 },
6102         { 1, 1, 0, 1, 1, 1 },
6103 };
6104
6105 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6106 {
6107         int numvertices = BBOXEDGES * 8;
6108         float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6109         int numtriangles = BBOXEDGES * 12;
6110         unsigned short elements[BBOXEDGES * 36];
6111         int i, edge;
6112         float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6113
6114         RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6115
6116         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6117         GL_DepthMask(false);
6118         GL_DepthRange(0, 1);
6119         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6120
6121         for (edge = 0; edge < BBOXEDGES; edge++)
6122         {
6123                 for (i = 0; i < 3; i++)
6124                 {
6125                         edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6126                         edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6127                 }
6128                 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6129                 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6130                 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6131                 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6132                 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6133                 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6134                 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6135                 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6136                 for (i = 0; i < 36; i++)
6137                         elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6138         }
6139         R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6140         if (r_refdef.fogenabled)
6141         {
6142                 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6143                 {
6144                         f1 = RSurf_FogVertex(v);
6145                         f2 = 1 - f1;
6146                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6147                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6148                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6149                 }
6150         }
6151         R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6152         R_Mesh_ResetTextureState();
6153         R_SetupShader_Generic_NoTexture(false, false);
6154         R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6155 }
6156
6157 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6158 {
6159         // hacky overloading of the parameters
6160         prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6161         int i;
6162         float color[4];
6163         prvm_edict_t *edict;
6164
6165         GL_CullFace(GL_NONE);
6166         R_SetupShader_Generic_NoTexture(false, false);
6167
6168         for (i = 0;i < numsurfaces;i++)
6169         {
6170                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6171                 switch ((int)PRVM_serveredictfloat(edict, solid))
6172                 {
6173                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6174                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6175                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6176                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6177                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6178                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
6179                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6180                 }
6181                 if (prog == CLVM_prog)
6182                         color[3] *= r_showbboxes_client.value;
6183                 else
6184                         color[3] *= r_showbboxes.value;
6185                 color[3] = bound(0, color[3], 1);
6186                 GL_DepthTest(!r_showdisabledepthtest.integer);
6187                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6188         }
6189 }
6190
6191 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6192 {
6193         int i;
6194         prvm_edict_t *edict;
6195         vec3_t center;
6196
6197         if (prog == NULL)
6198                 return;
6199
6200         for (i = 0; i < prog->num_edicts; i++)
6201         {
6202                 edict = PRVM_EDICT_NUM(i);
6203                 if (edict->priv.server->free)
6204                         continue;
6205                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6206                 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6207                         continue;
6208                 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6209                         continue;
6210                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6211                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6212         }
6213 }
6214
6215 static const int nomodelelement3i[24] =
6216 {
6217         5, 2, 0,
6218         5, 1, 2,
6219         5, 0, 3,
6220         5, 3, 1,
6221         0, 2, 4,
6222         2, 1, 4,
6223         3, 0, 4,
6224         1, 3, 4
6225 };
6226
6227 static const unsigned short nomodelelement3s[24] =
6228 {
6229         5, 2, 0,
6230         5, 1, 2,
6231         5, 0, 3,
6232         5, 3, 1,
6233         0, 2, 4,
6234         2, 1, 4,
6235         3, 0, 4,
6236         1, 3, 4
6237 };
6238
6239 static const float nomodelvertex3f[6*3] =
6240 {
6241         -16,   0,   0,
6242          16,   0,   0,
6243           0, -16,   0,
6244           0,  16,   0,
6245           0,   0, -16,
6246           0,   0,  16
6247 };
6248
6249 static const float nomodelcolor4f[6*4] =
6250 {
6251         0.0f, 0.0f, 0.5f, 1.0f,
6252         0.0f, 0.0f, 0.5f, 1.0f,
6253         0.0f, 0.5f, 0.0f, 1.0f,
6254         0.0f, 0.5f, 0.0f, 1.0f,
6255         0.5f, 0.0f, 0.0f, 1.0f,
6256         0.5f, 0.0f, 0.0f, 1.0f
6257 };
6258
6259 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6260 {
6261         int i;
6262         float f1, f2, *c;
6263         float color4f[6*4];
6264
6265         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);
6266
6267         // this is only called once per entity so numsurfaces is always 1, and
6268         // surfacelist is always {0}, so this code does not handle batches
6269
6270         if (rsurface.ent_flags & RENDER_ADDITIVE)
6271         {
6272                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6273                 GL_DepthMask(false);
6274         }
6275         else if (ent->alpha < 1)
6276         {
6277                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6278                 GL_DepthMask(false);
6279         }
6280         else
6281         {
6282                 GL_BlendFunc(GL_ONE, GL_ZERO);
6283                 GL_DepthMask(true);
6284         }
6285         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6286         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6287         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6288         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6289         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6290         for (i = 0, c = color4f;i < 6;i++, c += 4)
6291         {
6292                 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6293                 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6294                 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6295                 c[3] *= ent->alpha;
6296         }
6297         if (r_refdef.fogenabled)
6298         {
6299                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6300                 {
6301                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6302                         f2 = 1 - f1;
6303                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6304                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6305                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6306                 }
6307         }
6308 //      R_Mesh_ResetTextureState();
6309         R_SetupShader_Generic_NoTexture(false, false);
6310         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6311         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6312 }
6313
6314 void R_DrawNoModel(entity_render_t *ent)
6315 {
6316         vec3_t org;
6317         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6318         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6319                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6320         else
6321                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6322 }
6323
6324 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6325 {
6326         vec3_t right1, right2, diff, normal;
6327
6328         VectorSubtract (org2, org1, normal);
6329
6330         // calculate 'right' vector for start
6331         VectorSubtract (r_refdef.view.origin, org1, diff);
6332         CrossProduct (normal, diff, right1);
6333         VectorNormalize (right1);
6334
6335         // calculate 'right' vector for end
6336         VectorSubtract (r_refdef.view.origin, org2, diff);
6337         CrossProduct (normal, diff, right2);
6338         VectorNormalize (right2);
6339
6340         vert[ 0] = org1[0] + width * right1[0];
6341         vert[ 1] = org1[1] + width * right1[1];
6342         vert[ 2] = org1[2] + width * right1[2];
6343         vert[ 3] = org1[0] - width * right1[0];
6344         vert[ 4] = org1[1] - width * right1[1];
6345         vert[ 5] = org1[2] - width * right1[2];
6346         vert[ 6] = org2[0] - width * right2[0];
6347         vert[ 7] = org2[1] - width * right2[1];
6348         vert[ 8] = org2[2] - width * right2[2];
6349         vert[ 9] = org2[0] + width * right2[0];
6350         vert[10] = org2[1] + width * right2[1];
6351         vert[11] = org2[2] + width * right2[2];
6352 }
6353
6354 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)
6355 {
6356         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6357         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6358         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6359         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6360         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6361         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6362         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6363         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6364         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6365         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6366         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6367         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6368 }
6369
6370 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6371 {
6372         int i;
6373         float *vertex3f;
6374         float v[3];
6375         VectorSet(v, x, y, z);
6376         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6377                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6378                         break;
6379         if (i == mesh->numvertices)
6380         {
6381                 if (mesh->numvertices < mesh->maxvertices)
6382                 {
6383                         VectorCopy(v, vertex3f);
6384                         mesh->numvertices++;
6385                 }
6386                 return mesh->numvertices;
6387         }
6388         else
6389                 return i;
6390 }
6391
6392 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6393 {
6394         int i;
6395         int *e, element[3];
6396         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6397         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6398         e = mesh->element3i + mesh->numtriangles * 3;
6399         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6400         {
6401                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6402                 if (mesh->numtriangles < mesh->maxtriangles)
6403                 {
6404                         *e++ = element[0];
6405                         *e++ = element[1];
6406                         *e++ = element[2];
6407                         mesh->numtriangles++;
6408                 }
6409                 element[1] = element[2];
6410         }
6411 }
6412
6413 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6414 {
6415         int i;
6416         int *e, element[3];
6417         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6418         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6419         e = mesh->element3i + mesh->numtriangles * 3;
6420         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6421         {
6422                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6423                 if (mesh->numtriangles < mesh->maxtriangles)
6424                 {
6425                         *e++ = element[0];
6426                         *e++ = element[1];
6427                         *e++ = element[2];
6428                         mesh->numtriangles++;
6429                 }
6430                 element[1] = element[2];
6431         }
6432 }
6433
6434 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6435 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6436 {
6437         int planenum, planenum2;
6438         int w;
6439         int tempnumpoints;
6440         mplane_t *plane, *plane2;
6441         double maxdist;
6442         double temppoints[2][256*3];
6443         // figure out how large a bounding box we need to properly compute this brush
6444         maxdist = 0;
6445         for (w = 0;w < numplanes;w++)
6446                 maxdist = max(maxdist, fabs(planes[w].dist));
6447         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6448         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6449         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6450         {
6451                 w = 0;
6452                 tempnumpoints = 4;
6453                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6454                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6455                 {
6456                         if (planenum2 == planenum)
6457                                 continue;
6458                         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);
6459                         w = !w;
6460                 }
6461                 if (tempnumpoints < 3)
6462                         continue;
6463                 // generate elements forming a triangle fan for this polygon
6464                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6465         }
6466 }
6467
6468 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)
6469 {
6470         texturelayer_t *layer;
6471         layer = t->currentlayers + t->currentnumlayers++;
6472         layer->type = type;
6473         layer->depthmask = depthmask;
6474         layer->blendfunc1 = blendfunc1;
6475         layer->blendfunc2 = blendfunc2;
6476         layer->texture = texture;
6477         layer->texmatrix = *matrix;
6478         layer->color[0] = r;
6479         layer->color[1] = g;
6480         layer->color[2] = b;
6481         layer->color[3] = a;
6482 }
6483
6484 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6485 {
6486         if(parms[0] == 0 && parms[1] == 0)
6487                 return false;
6488         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6489                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6490                         return false;
6491         return true;
6492 }
6493
6494 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6495 {
6496         double index, f;
6497         index = parms[2] + rsurface.shadertime * parms[3];
6498         index -= floor(index);
6499         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6500         {
6501         default:
6502         case Q3WAVEFUNC_NONE:
6503         case Q3WAVEFUNC_NOISE:
6504         case Q3WAVEFUNC_COUNT:
6505                 f = 0;
6506                 break;
6507         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6508         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6509         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6510         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6511         case Q3WAVEFUNC_TRIANGLE:
6512                 index *= 4;
6513                 f = index - floor(index);
6514                 if (index < 1)
6515                 {
6516                         // f = f;
6517                 }
6518                 else if (index < 2)
6519                         f = 1 - f;
6520                 else if (index < 3)
6521                         f = -f;
6522                 else
6523                         f = -(1 - f);
6524                 break;
6525         }
6526         f = parms[0] + parms[1] * f;
6527         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6528                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6529         return (float) f;
6530 }
6531
6532 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6533 {
6534         int w, h, idx;
6535         float shadertime;
6536         float f;
6537         float offsetd[2];
6538         float tcmat[12];
6539         matrix4x4_t matrix, temp;
6540         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6541         // it's better to have one huge fixup every 9 hours than gradual
6542         // degradation over time which looks consistently bad after many hours.
6543         //
6544         // tcmod scroll in particular suffers from this degradation which can't be
6545         // effectively worked around even with floor() tricks because we don't
6546         // know if tcmod scroll is the last tcmod being applied, and for clampmap
6547         // a workaround involving floor() would be incorrect anyway...
6548         shadertime = rsurface.shadertime;
6549         if (shadertime >= 32768.0f)
6550                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6551         switch(tcmod->tcmod)
6552         {
6553                 case Q3TCMOD_COUNT:
6554                 case Q3TCMOD_NONE:
6555                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6556                                 matrix = r_waterscrollmatrix;
6557                         else
6558                                 matrix = identitymatrix;
6559                         break;
6560                 case Q3TCMOD_ENTITYTRANSLATE:
6561                         // this is used in Q3 to allow the gamecode to control texcoord
6562                         // scrolling on the entity, which is not supported in darkplaces yet.
6563                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6564                         break;
6565                 case Q3TCMOD_ROTATE:
6566                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6567                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6568                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6569                         break;
6570                 case Q3TCMOD_SCALE:
6571                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6572                         break;
6573                 case Q3TCMOD_SCROLL:
6574                         // this particular tcmod is a "bug for bug" compatible one with regards to
6575                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6576                         // specifically did the wrapping and so we must mimic that...
6577                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6578                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6579                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6580                         break;
6581                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6582                         w = (int) tcmod->parms[0];
6583                         h = (int) tcmod->parms[1];
6584                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6585                         f = f - floor(f);
6586                         idx = (int) floor(f * w * h);
6587                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6588                         break;
6589                 case Q3TCMOD_STRETCH:
6590                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6591                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6592                         break;
6593                 case Q3TCMOD_TRANSFORM:
6594                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6595                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6596                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6597                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6598                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6599                         break;
6600                 case Q3TCMOD_TURBULENT:
6601                         // this is handled in the RSurf_PrepareVertices function
6602                         matrix = identitymatrix;
6603                         break;
6604         }
6605         temp = *texmatrix;
6606         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6607 }
6608
6609 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6610 {
6611         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6612         char name[MAX_QPATH];
6613         skinframe_t *skinframe;
6614         unsigned char pixels[296*194];
6615         strlcpy(cache->name, skinname, sizeof(cache->name));
6616         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6617         if (developer_loading.integer)
6618                 Con_Printf("loading %s\n", name);
6619         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6620         if (!skinframe || !skinframe->base)
6621         {
6622                 unsigned char *f;
6623                 fs_offset_t filesize;
6624                 skinframe = NULL;
6625                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6626                 if (f)
6627                 {
6628                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6629                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6630                         Mem_Free(f);
6631                 }
6632         }
6633         cache->skinframe = skinframe;
6634 }
6635
6636 texture_t *R_GetCurrentTexture(texture_t *t)
6637 {
6638         int i, q;
6639         const entity_render_t *ent = rsurface.entity;
6640         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6641         q3shaderinfo_layer_tcmod_t *tcmod;
6642         float specularscale = 0.0f;
6643
6644         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6645                 return t->currentframe;
6646         t->update_lastrenderframe = r_textureframe;
6647         t->update_lastrenderentity = (void *)ent;
6648
6649         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6650                 t->camera_entity = ent->entitynumber;
6651         else
6652                 t->camera_entity = 0;
6653
6654         // switch to an alternate material if this is a q1bsp animated material
6655         {
6656                 texture_t *texture = t;
6657                 int s = rsurface.ent_skinnum;
6658                 if ((unsigned int)s >= (unsigned int)model->numskins)
6659                         s = 0;
6660                 if (model->skinscenes)
6661                 {
6662                         if (model->skinscenes[s].framecount > 1)
6663                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6664                         else
6665                                 s = model->skinscenes[s].firstframe;
6666                 }
6667                 if (s > 0)
6668                         t = t + s * model->num_surfaces;
6669                 if (t->animated)
6670                 {
6671                         // use an alternate animation if the entity's frame is not 0,
6672                         // and only if the texture has an alternate animation
6673                         if (t->animated == 2) // q2bsp
6674                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6675                         else if (rsurface.ent_alttextures && t->anim_total[1])
6676                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6677                         else
6678                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6679                 }
6680                 texture->currentframe = t;
6681         }
6682
6683         // update currentskinframe to be a qw skin or animation frame
6684         if (rsurface.ent_qwskin >= 0)
6685         {
6686                 i = rsurface.ent_qwskin;
6687                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6688                 {
6689                         r_qwskincache_size = cl.maxclients;
6690                         if (r_qwskincache)
6691                                 Mem_Free(r_qwskincache);
6692                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6693                 }
6694                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6695                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6696                 t->currentskinframe = r_qwskincache[i].skinframe;
6697                 if (t->materialshaderpass && t->currentskinframe == NULL)
6698                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6699         }
6700         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6701                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6702         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6703                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6704
6705         t->currentmaterialflags = t->basematerialflags;
6706         t->currentalpha = rsurface.entity->alpha * t->basealpha;
6707         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6708                 t->currentalpha *= r_wateralpha.value;
6709         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6710                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6711         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6712                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6713
6714         // decide on which type of lighting to use for this surface
6715         if (rsurface.entity->render_modellight_forced)
6716                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6717         if (rsurface.entity->render_rtlight_disabled)
6718                 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6719         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6720         {
6721                 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6722                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6723                 for (q = 0; q < 3; q++)
6724                 {
6725                         t->render_glowmod[q] = rsurface.entity->glowmod[q];
6726                         t->render_modellight_lightdir[q] = q == 2;
6727                         t->render_modellight_ambient[q] = 1;
6728                         t->render_modellight_diffuse[q] = 0;
6729                         t->render_modellight_specular[q] = 0;
6730                         t->render_lightmap_ambient[q] = 0;
6731                         t->render_lightmap_diffuse[q] = 0;
6732                         t->render_lightmap_specular[q] = 0;
6733                         t->render_rtlight_diffuse[q] = 0;
6734                         t->render_rtlight_specular[q] = 0;
6735                 }
6736         }
6737         else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6738         {
6739                 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6740                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6741                 for (q = 0; q < 3; q++)
6742                 {
6743                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6744                         t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6745                         t->render_modellight_lightdir[q] = q == 2;
6746                         t->render_modellight_diffuse[q] = 0;
6747                         t->render_modellight_specular[q] = 0;
6748                         t->render_lightmap_ambient[q] = 0;
6749                         t->render_lightmap_diffuse[q] = 0;
6750                         t->render_lightmap_specular[q] = 0;
6751                         t->render_rtlight_diffuse[q] = 0;
6752                         t->render_rtlight_specular[q] = 0;
6753                 }
6754         }
6755         else if (FAKELIGHT_ENABLED)
6756         {
6757                 // no modellight if using fakelight for the map
6758                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6759                 for (q = 0; q < 3; q++)
6760                 {
6761                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6762                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6763                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6764                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6765                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6766                         t->render_lightmap_ambient[q] = 0;
6767                         t->render_lightmap_diffuse[q] = 0;
6768                         t->render_lightmap_specular[q] = 0;
6769                         t->render_rtlight_diffuse[q] = 0;
6770                         t->render_rtlight_specular[q] = 0;
6771                 }
6772         }
6773         else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6774         {
6775                 // ambient + single direction light (modellight)
6776                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6777                 for (q = 0; q < 3; q++)
6778                 {
6779                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6780                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6781                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6782                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6783                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6784                         t->render_lightmap_ambient[q] = 0;
6785                         t->render_lightmap_diffuse[q] = 0;
6786                         t->render_lightmap_specular[q] = 0;
6787                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6788                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6789                 }
6790         }
6791         else
6792         {
6793                 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6794                 for (q = 0; q < 3; q++)
6795                 {
6796                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6797                         t->render_modellight_lightdir[q] = q == 2;
6798                         t->render_modellight_ambient[q] = 0;
6799                         t->render_modellight_diffuse[q] = 0;
6800                         t->render_modellight_specular[q] = 0;
6801                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6802                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6803                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6804                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6805                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6806                 }
6807         }
6808
6809         if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6810         {
6811                 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6812                 // attribute, we punt it to the lightmap path and hope for the best,
6813                 // but lighting doesn't work.
6814                 //
6815                 // FIXME: this is fine for effects but CSQC polygons should be subject
6816                 // to lighting.
6817                 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6818                 for (q = 0; q < 3; q++)
6819                 {
6820                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6821                         t->render_modellight_lightdir[q] = q == 2;
6822                         t->render_modellight_ambient[q] = 0;
6823                         t->render_modellight_diffuse[q] = 0;
6824                         t->render_modellight_specular[q] = 0;
6825                         t->render_lightmap_ambient[q] = 0;
6826                         t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6827                         t->render_lightmap_specular[q] = 0;
6828                         t->render_rtlight_diffuse[q] = 0;
6829                         t->render_rtlight_specular[q] = 0;
6830                 }
6831         }
6832
6833         for (q = 0; q < 3; q++)
6834         {
6835                 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6836                 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6837         }
6838
6839         if (rsurface.ent_flags & RENDER_ADDITIVE)
6840                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6841         else if (t->currentalpha < 1)
6842                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6843         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6844         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6845                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6846         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6847                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6848         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6849                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6850         if (t->backgroundshaderpass)
6851                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6852         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6853         {
6854                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6855                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6856         }
6857         else
6858                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6859         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6860         {
6861                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6862                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6863         }
6864         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6865                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6866
6867         // there is no tcmod
6868         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6869         {
6870                 t->currenttexmatrix = r_waterscrollmatrix;
6871                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6872         }
6873         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6874         {
6875                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6876                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6877         }
6878
6879         if (t->materialshaderpass)
6880                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6881                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6882
6883         t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6884         if (t->currentskinframe->qpixels)
6885                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6886         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6887         if (!t->basetexture)
6888                 t->basetexture = r_texture_notexture;
6889         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6890         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6891         t->nmaptexture = t->currentskinframe->nmap;
6892         if (!t->nmaptexture)
6893                 t->nmaptexture = r_texture_blanknormalmap;
6894         t->glosstexture = r_texture_black;
6895         t->glowtexture = t->currentskinframe->glow;
6896         t->fogtexture = t->currentskinframe->fog;
6897         t->reflectmasktexture = t->currentskinframe->reflect;
6898         if (t->backgroundshaderpass)
6899         {
6900                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6901                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6902                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6903                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6904                 t->backgroundglosstexture = r_texture_black;
6905                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6906                 if (!t->backgroundnmaptexture)
6907                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6908                 // make sure that if glow is going to be used, both textures are not NULL
6909                 if (!t->backgroundglowtexture && t->glowtexture)
6910                         t->backgroundglowtexture = r_texture_black;
6911                 if (!t->glowtexture && t->backgroundglowtexture)
6912                         t->glowtexture = r_texture_black;
6913         }
6914         else
6915         {
6916                 t->backgroundbasetexture = r_texture_white;
6917                 t->backgroundnmaptexture = r_texture_blanknormalmap;
6918                 t->backgroundglosstexture = r_texture_black;
6919                 t->backgroundglowtexture = NULL;
6920         }
6921         t->specularpower = r_shadow_glossexponent.value;
6922         // TODO: store reference values for these in the texture?
6923         if (r_shadow_gloss.integer > 0)
6924         {
6925                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6926                 {
6927                         if (r_shadow_glossintensity.value > 0)
6928                         {
6929                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6930                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6931                                 specularscale = r_shadow_glossintensity.value;
6932                         }
6933                 }
6934                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6935                 {
6936                         t->glosstexture = r_texture_white;
6937                         t->backgroundglosstexture = r_texture_white;
6938                         specularscale = r_shadow_gloss2intensity.value;
6939                         t->specularpower = r_shadow_gloss2exponent.value;
6940                 }
6941         }
6942         specularscale *= t->specularscalemod;
6943         t->specularpower *= t->specularpowermod;
6944
6945         // lightmaps mode looks bad with dlights using actual texturing, so turn
6946         // off the colormap and glossmap, but leave the normalmap on as it still
6947         // accurately represents the shading involved
6948         if (gl_lightmaps.integer)
6949         {
6950                 t->basetexture = r_texture_grey128;
6951                 t->pantstexture = r_texture_black;
6952                 t->shirttexture = r_texture_black;
6953                 if (gl_lightmaps.integer < 2)
6954                         t->nmaptexture = r_texture_blanknormalmap;
6955                 t->glosstexture = r_texture_black;
6956                 t->glowtexture = NULL;
6957                 t->fogtexture = NULL;
6958                 t->reflectmasktexture = NULL;
6959                 t->backgroundbasetexture = NULL;
6960                 if (gl_lightmaps.integer < 2)
6961                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6962                 t->backgroundglosstexture = r_texture_black;
6963                 t->backgroundglowtexture = NULL;
6964                 specularscale = 0;
6965                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6966         }
6967
6968         if (specularscale != 1.0f)
6969         {
6970                 for (q = 0; q < 3; q++)
6971                 {
6972                         t->render_modellight_specular[q] *= specularscale;
6973                         t->render_lightmap_specular[q] *= specularscale;
6974                         t->render_rtlight_specular[q] *= specularscale;
6975                 }
6976         }
6977
6978         t->currentnumlayers = 0;
6979         if (t->currentmaterialflags & MATERIALFLAG_WALL)
6980         {
6981                 int blendfunc1, blendfunc2;
6982                 qboolean depthmask;
6983                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6984                 {
6985                         blendfunc1 = GL_SRC_ALPHA;
6986                         blendfunc2 = GL_ONE;
6987                 }
6988                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6989                 {
6990                         blendfunc1 = GL_SRC_ALPHA;
6991                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6992                 }
6993                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6994                 {
6995                         blendfunc1 = t->customblendfunc[0];
6996                         blendfunc2 = t->customblendfunc[1];
6997                 }
6998                 else
6999                 {
7000                         blendfunc1 = GL_ONE;
7001                         blendfunc2 = GL_ZERO;
7002                 }
7003                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7004                 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7005                 {
7006                         // basic lit geometry
7007                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7008                         // add pants/shirt if needed
7009                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7010                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7011                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7012                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7013                 }
7014                 else
7015                 {
7016                         // basic lit geometry
7017                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7018                         // add pants/shirt if needed
7019                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7020                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2]  * t->render_lightmap_diffuse[2], t->currentalpha);
7021                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7022                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7023                         // now add ambient passes if needed
7024                         if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7025                         {
7026                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7027                                 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7028                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7029                                 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7030                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7031                         }
7032                 }
7033                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7034                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7035                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7036                 {
7037                         // if this is opaque use alpha blend which will darken the earlier
7038                         // passes cheaply.
7039                         //
7040                         // if this is an alpha blended material, all the earlier passes
7041                         // were darkened by fog already, so we only need to add the fog
7042                         // color ontop through the fog mask texture
7043                         //
7044                         // if this is an additive blended material, all the earlier passes
7045                         // were darkened by fog already, and we should not add fog color
7046                         // (because the background was not darkened, there is no fog color
7047                         // that was lost behind it).
7048                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
7049                 }
7050         }
7051
7052         return t;
7053 }
7054
7055 rsurfacestate_t rsurface;
7056
7057 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7058 {
7059         dp_model_t *model = ent->model;
7060         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7061         //      return;
7062         rsurface.entity = (entity_render_t *)ent;
7063         rsurface.skeleton = ent->skeleton;
7064         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7065         rsurface.ent_skinnum = ent->skinnum;
7066         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;
7067         rsurface.ent_flags = ent->flags;
7068         if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7069                 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7070         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7071         rsurface.matrix = ent->matrix;
7072         rsurface.inversematrix = ent->inversematrix;
7073         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7074         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7075         R_EntityMatrix(&rsurface.matrix);
7076         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7077         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7078         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7079         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7080         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7081         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7082         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7083         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7084         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7085         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7086         if (ent->model->brush.submodel && !prepass)
7087         {
7088                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7089                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7090         }
7091         // if the animcache code decided it should use the shader path, skip the deform step
7092         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7093         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7094         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7095         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7096         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7097         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7098         {
7099                 if (ent->animcache_vertex3f)
7100                 {
7101                         r_refdef.stats[r_stat_batch_entitycache_count]++;
7102                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7103                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7104                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7105                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7106                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7107                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7108                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7109                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7110                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7111                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7112                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7113                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7114                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7115                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7116                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7117                 }
7118                 else if (wanttangents)
7119                 {
7120                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7121                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7122                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7123                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7124                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7125                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7126                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7127                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7128                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7129                         rsurface.modelvertex3f_vertexbuffer = NULL;
7130                         rsurface.modelvertex3f_bufferoffset = 0;
7131                         rsurface.modelvertex3f_vertexbuffer = 0;
7132                         rsurface.modelvertex3f_bufferoffset = 0;
7133                         rsurface.modelsvector3f_vertexbuffer = 0;
7134                         rsurface.modelsvector3f_bufferoffset = 0;
7135                         rsurface.modeltvector3f_vertexbuffer = 0;
7136                         rsurface.modeltvector3f_bufferoffset = 0;
7137                         rsurface.modelnormal3f_vertexbuffer = 0;
7138                         rsurface.modelnormal3f_bufferoffset = 0;
7139                 }
7140                 else if (wantnormals)
7141                 {
7142                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7143                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7144                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7145                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7146                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7147                         rsurface.modelsvector3f = NULL;
7148                         rsurface.modeltvector3f = NULL;
7149                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7150                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7151                         rsurface.modelvertex3f_vertexbuffer = NULL;
7152                         rsurface.modelvertex3f_bufferoffset = 0;
7153                         rsurface.modelvertex3f_vertexbuffer = 0;
7154                         rsurface.modelvertex3f_bufferoffset = 0;
7155                         rsurface.modelsvector3f_vertexbuffer = 0;
7156                         rsurface.modelsvector3f_bufferoffset = 0;
7157                         rsurface.modeltvector3f_vertexbuffer = 0;
7158                         rsurface.modeltvector3f_bufferoffset = 0;
7159                         rsurface.modelnormal3f_vertexbuffer = 0;
7160                         rsurface.modelnormal3f_bufferoffset = 0;
7161                 }
7162                 else
7163                 {
7164                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7165                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7166                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7167                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7168                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7169                         rsurface.modelsvector3f = NULL;
7170                         rsurface.modeltvector3f = NULL;
7171                         rsurface.modelnormal3f = NULL;
7172                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7173                         rsurface.modelvertex3f_vertexbuffer = NULL;
7174                         rsurface.modelvertex3f_bufferoffset = 0;
7175                         rsurface.modelvertex3f_vertexbuffer = 0;
7176                         rsurface.modelvertex3f_bufferoffset = 0;
7177                         rsurface.modelsvector3f_vertexbuffer = 0;
7178                         rsurface.modelsvector3f_bufferoffset = 0;
7179                         rsurface.modeltvector3f_vertexbuffer = 0;
7180                         rsurface.modeltvector3f_bufferoffset = 0;
7181                         rsurface.modelnormal3f_vertexbuffer = 0;
7182                         rsurface.modelnormal3f_bufferoffset = 0;
7183                 }
7184                 rsurface.modelgeneratedvertex = true;
7185         }
7186         else
7187         {
7188                 if (rsurface.entityskeletaltransform3x4)
7189                 {
7190                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7191                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7192                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7193                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7194                 }
7195                 else
7196                 {
7197                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
7198                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7199                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7200                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7201                 }
7202                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7203                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7204                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7205                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7206                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7207                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7208                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7209                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7210                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7211                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7212                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7213                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7214                 rsurface.modelgeneratedvertex = false;
7215         }
7216         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7217         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7218         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7219         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7220         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7221         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7222         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7223         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7224         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7225         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7226         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7227         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7228         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7229         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7230         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7231         rsurface.modelelement3i = model->surfmesh.data_element3i;
7232         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7233         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7234         rsurface.modelelement3s = model->surfmesh.data_element3s;
7235         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7236         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7237         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7238         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7239         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7240         rsurface.modelsurfaces = model->data_surfaces;
7241         rsurface.batchgeneratedvertex = false;
7242         rsurface.batchfirstvertex = 0;
7243         rsurface.batchnumvertices = 0;
7244         rsurface.batchfirsttriangle = 0;
7245         rsurface.batchnumtriangles = 0;
7246         rsurface.batchvertex3f  = NULL;
7247         rsurface.batchvertex3f_vertexbuffer = NULL;
7248         rsurface.batchvertex3f_bufferoffset = 0;
7249         rsurface.batchsvector3f = NULL;
7250         rsurface.batchsvector3f_vertexbuffer = NULL;
7251         rsurface.batchsvector3f_bufferoffset = 0;
7252         rsurface.batchtvector3f = NULL;
7253         rsurface.batchtvector3f_vertexbuffer = NULL;
7254         rsurface.batchtvector3f_bufferoffset = 0;
7255         rsurface.batchnormal3f  = NULL;
7256         rsurface.batchnormal3f_vertexbuffer = NULL;
7257         rsurface.batchnormal3f_bufferoffset = 0;
7258         rsurface.batchlightmapcolor4f = NULL;
7259         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7260         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7261         rsurface.batchtexcoordtexture2f = NULL;
7262         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7263         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7264         rsurface.batchtexcoordlightmap2f = NULL;
7265         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7266         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7267         rsurface.batchskeletalindex4ub = NULL;
7268         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7269         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7270         rsurface.batchskeletalweight4ub = NULL;
7271         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7272         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7273         rsurface.batchelement3i = NULL;
7274         rsurface.batchelement3i_indexbuffer = NULL;
7275         rsurface.batchelement3i_bufferoffset = 0;
7276         rsurface.batchelement3s = NULL;
7277         rsurface.batchelement3s_indexbuffer = NULL;
7278         rsurface.batchelement3s_bufferoffset = 0;
7279         rsurface.forcecurrenttextureupdate = false;
7280 }
7281
7282 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)
7283 {
7284         rsurface.entity = r_refdef.scene.worldentity;
7285         rsurface.skeleton = NULL;
7286         rsurface.ent_skinnum = 0;
7287         rsurface.ent_qwskin = -1;
7288         rsurface.ent_flags = entflags;
7289         rsurface.shadertime = r_refdef.scene.time - shadertime;
7290         rsurface.modelnumvertices = numvertices;
7291         rsurface.modelnumtriangles = numtriangles;
7292         rsurface.matrix = *matrix;
7293         rsurface.inversematrix = *inversematrix;
7294         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7295         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7296         R_EntityMatrix(&rsurface.matrix);
7297         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7298         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7299         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7300         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7301         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7302         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7303         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7304         rsurface.frameblend[0].lerp = 1;
7305         rsurface.ent_alttextures = false;
7306         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7307         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7308         rsurface.entityskeletaltransform3x4 = NULL;
7309         rsurface.entityskeletaltransform3x4buffer = NULL;
7310         rsurface.entityskeletaltransform3x4offset = 0;
7311         rsurface.entityskeletaltransform3x4size = 0;
7312         rsurface.entityskeletalnumtransforms = 0;
7313         r_refdef.stats[r_stat_batch_entitycustom_count]++;
7314         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7315         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7316         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7317         if (wanttangents)
7318         {
7319                 rsurface.modelvertex3f = (float *)vertex3f;
7320                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7321                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7322                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7323         }
7324         else if (wantnormals)
7325         {
7326                 rsurface.modelvertex3f = (float *)vertex3f;
7327                 rsurface.modelsvector3f = NULL;
7328                 rsurface.modeltvector3f = NULL;
7329                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7330         }
7331         else
7332         {
7333                 rsurface.modelvertex3f = (float *)vertex3f;
7334                 rsurface.modelsvector3f = NULL;
7335                 rsurface.modeltvector3f = NULL;
7336                 rsurface.modelnormal3f = NULL;
7337         }
7338         rsurface.modelvertex3f_vertexbuffer = 0;
7339         rsurface.modelvertex3f_bufferoffset = 0;
7340         rsurface.modelsvector3f_vertexbuffer = 0;
7341         rsurface.modelsvector3f_bufferoffset = 0;
7342         rsurface.modeltvector3f_vertexbuffer = 0;
7343         rsurface.modeltvector3f_bufferoffset = 0;
7344         rsurface.modelnormal3f_vertexbuffer = 0;
7345         rsurface.modelnormal3f_bufferoffset = 0;
7346         rsurface.modelgeneratedvertex = true;
7347         rsurface.modellightmapcolor4f  = (float *)color4f;
7348         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7349         rsurface.modellightmapcolor4f_bufferoffset = 0;
7350         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7351         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7352         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7353         rsurface.modeltexcoordlightmap2f  = NULL;
7354         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7355         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7356         rsurface.modelskeletalindex4ub = NULL;
7357         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7358         rsurface.modelskeletalindex4ub_bufferoffset = 0;
7359         rsurface.modelskeletalweight4ub = NULL;
7360         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7361         rsurface.modelskeletalweight4ub_bufferoffset = 0;
7362         rsurface.modelelement3i = (int *)element3i;
7363         rsurface.modelelement3i_indexbuffer = NULL;
7364         rsurface.modelelement3i_bufferoffset = 0;
7365         rsurface.modelelement3s = (unsigned short *)element3s;
7366         rsurface.modelelement3s_indexbuffer = NULL;
7367         rsurface.modelelement3s_bufferoffset = 0;
7368         rsurface.modellightmapoffsets = NULL;
7369         rsurface.modelsurfaces = NULL;
7370         rsurface.batchgeneratedvertex = false;
7371         rsurface.batchfirstvertex = 0;
7372         rsurface.batchnumvertices = 0;
7373         rsurface.batchfirsttriangle = 0;
7374         rsurface.batchnumtriangles = 0;
7375         rsurface.batchvertex3f  = NULL;
7376         rsurface.batchvertex3f_vertexbuffer = NULL;
7377         rsurface.batchvertex3f_bufferoffset = 0;
7378         rsurface.batchsvector3f = NULL;
7379         rsurface.batchsvector3f_vertexbuffer = NULL;
7380         rsurface.batchsvector3f_bufferoffset = 0;
7381         rsurface.batchtvector3f = NULL;
7382         rsurface.batchtvector3f_vertexbuffer = NULL;
7383         rsurface.batchtvector3f_bufferoffset = 0;
7384         rsurface.batchnormal3f  = NULL;
7385         rsurface.batchnormal3f_vertexbuffer = NULL;
7386         rsurface.batchnormal3f_bufferoffset = 0;
7387         rsurface.batchlightmapcolor4f = NULL;
7388         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7389         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7390         rsurface.batchtexcoordtexture2f = NULL;
7391         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7392         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7393         rsurface.batchtexcoordlightmap2f = NULL;
7394         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7395         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7396         rsurface.batchskeletalindex4ub = NULL;
7397         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7398         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7399         rsurface.batchskeletalweight4ub = NULL;
7400         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7401         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7402         rsurface.batchelement3i = NULL;
7403         rsurface.batchelement3i_indexbuffer = NULL;
7404         rsurface.batchelement3i_bufferoffset = 0;
7405         rsurface.batchelement3s = NULL;
7406         rsurface.batchelement3s_indexbuffer = NULL;
7407         rsurface.batchelement3s_bufferoffset = 0;
7408         rsurface.forcecurrenttextureupdate = true;
7409
7410         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7411         {
7412                 if ((wantnormals || wanttangents) && !normal3f)
7413                 {
7414                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7415                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7416                 }
7417                 if (wanttangents && !svector3f)
7418                 {
7419                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7420                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7421                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7422                 }
7423         }
7424 }
7425
7426 float RSurf_FogPoint(const float *v)
7427 {
7428         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7429         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7430         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7431         float FogHeightFade = r_refdef.fogheightfade;
7432         float fogfrac;
7433         unsigned int fogmasktableindex;
7434         if (r_refdef.fogplaneviewabove)
7435                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7436         else
7437                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7438         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7439         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7440 }
7441
7442 float RSurf_FogVertex(const float *v)
7443 {
7444         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7445         float FogPlaneViewDist = rsurface.fogplaneviewdist;
7446         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7447         float FogHeightFade = rsurface.fogheightfade;
7448         float fogfrac;
7449         unsigned int fogmasktableindex;
7450         if (r_refdef.fogplaneviewabove)
7451                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7452         else
7453                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7454         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7455         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7456 }
7457
7458 void RSurf_UploadBuffersForBatch(void)
7459 {
7460         // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7461         // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7462         if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7463                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7464         if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7465                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7466         if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7467                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7468         if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7469                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7470         if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7471                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7472         if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7473                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7474         if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7475                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7476         if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7477                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7478         if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7479                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7480
7481         if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7482                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7483         else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7484                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7485
7486         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7487         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7488         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7489         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7490         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7491         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7492         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7493         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7494         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7495         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7496 }
7497
7498 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7499 {
7500         int i;
7501         for (i = 0;i < numelements;i++)
7502                 outelement3i[i] = inelement3i[i] + adjust;
7503 }
7504
7505 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7506 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7507 {
7508         int deformindex;
7509         int firsttriangle;
7510         int numtriangles;
7511         int firstvertex;
7512         int endvertex;
7513         int numvertices;
7514         int surfacefirsttriangle;
7515         int surfacenumtriangles;
7516         int surfacefirstvertex;
7517         int surfaceendvertex;
7518         int surfacenumvertices;
7519         int batchnumsurfaces = texturenumsurfaces;
7520         int batchnumvertices;
7521         int batchnumtriangles;
7522         int i, j;
7523         qboolean gaps;
7524         qboolean dynamicvertex;
7525         float amplitude;
7526         float animpos;
7527         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7528         float waveparms[4];
7529         unsigned char *ub;
7530         q3shaderinfo_deform_t *deform;
7531         const msurface_t *surface, *firstsurface;
7532         if (!texturenumsurfaces)
7533                 return;
7534         // find vertex range of this surface batch
7535         gaps = false;
7536         firstsurface = texturesurfacelist[0];
7537         firsttriangle = firstsurface->num_firsttriangle;
7538         batchnumvertices = 0;
7539         batchnumtriangles = 0;
7540         firstvertex = endvertex = firstsurface->num_firstvertex;
7541         for (i = 0;i < texturenumsurfaces;i++)
7542         {
7543                 surface = texturesurfacelist[i];
7544                 if (surface != firstsurface + i)
7545                         gaps = true;
7546                 surfacefirstvertex = surface->num_firstvertex;
7547                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7548                 surfacenumvertices = surface->num_vertices;
7549                 surfacenumtriangles = surface->num_triangles;
7550                 if (firstvertex > surfacefirstvertex)
7551                         firstvertex = surfacefirstvertex;
7552                 if (endvertex < surfaceendvertex)
7553                         endvertex = surfaceendvertex;
7554                 batchnumvertices += surfacenumvertices;
7555                 batchnumtriangles += surfacenumtriangles;
7556         }
7557
7558         r_refdef.stats[r_stat_batch_batches]++;
7559         if (gaps)
7560                 r_refdef.stats[r_stat_batch_withgaps]++;
7561         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7562         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7563         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7564
7565         // we now know the vertex range used, and if there are any gaps in it
7566         rsurface.batchfirstvertex = firstvertex;
7567         rsurface.batchnumvertices = endvertex - firstvertex;
7568         rsurface.batchfirsttriangle = firsttriangle;
7569         rsurface.batchnumtriangles = batchnumtriangles;
7570
7571         // check if any dynamic vertex processing must occur
7572         dynamicvertex = false;
7573
7574         // we must use vertexbuffers for rendering, we can upload vertex buffers
7575         // easily enough but if the basevertex is non-zero it becomes more
7576         // difficult, so force dynamicvertex path in that case - it's suboptimal
7577         // but the most optimal case is to have the geometry sources provide their
7578         // own anyway.
7579         if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7580                 dynamicvertex = true;
7581
7582         // a cvar to force the dynamic vertex path to be taken, for debugging
7583         if (r_batch_debugdynamicvertexpath.integer)
7584         {
7585                 if (!dynamicvertex)
7586                 {
7587                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7588                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7589                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7590                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7591                 }
7592                 dynamicvertex = true;
7593         }
7594
7595         // if there is a chance of animated vertex colors, it's a dynamic batch
7596         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7597         {
7598                 if (!dynamicvertex)
7599                 {
7600                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7601                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7602                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7603                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7604                 }
7605                 dynamicvertex = true;
7606         }
7607
7608         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7609         {
7610                 switch (deform->deform)
7611                 {
7612                 default:
7613                 case Q3DEFORM_PROJECTIONSHADOW:
7614                 case Q3DEFORM_TEXT0:
7615                 case Q3DEFORM_TEXT1:
7616                 case Q3DEFORM_TEXT2:
7617                 case Q3DEFORM_TEXT3:
7618                 case Q3DEFORM_TEXT4:
7619                 case Q3DEFORM_TEXT5:
7620                 case Q3DEFORM_TEXT6:
7621                 case Q3DEFORM_TEXT7:
7622                 case Q3DEFORM_NONE:
7623                         break;
7624                 case Q3DEFORM_AUTOSPRITE:
7625                         if (!dynamicvertex)
7626                         {
7627                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7628                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7629                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7630                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7631                         }
7632                         dynamicvertex = true;
7633                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7634                         break;
7635                 case Q3DEFORM_AUTOSPRITE2:
7636                         if (!dynamicvertex)
7637                         {
7638                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7639                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7640                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7641                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7642                         }
7643                         dynamicvertex = true;
7644                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7645                         break;
7646                 case Q3DEFORM_NORMAL:
7647                         if (!dynamicvertex)
7648                         {
7649                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7650                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7651                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7652                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7653                         }
7654                         dynamicvertex = true;
7655                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7656                         break;
7657                 case Q3DEFORM_WAVE:
7658                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7659                                 break; // if wavefunc is a nop, ignore this transform
7660                         if (!dynamicvertex)
7661                         {
7662                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7663                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7664                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7665                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7666                         }
7667                         dynamicvertex = true;
7668                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7669                         break;
7670                 case Q3DEFORM_BULGE:
7671                         if (!dynamicvertex)
7672                         {
7673                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7674                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7675                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7676                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7677                         }
7678                         dynamicvertex = true;
7679                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7680                         break;
7681                 case Q3DEFORM_MOVE:
7682                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7683                                 break; // if wavefunc is a nop, ignore this transform
7684                         if (!dynamicvertex)
7685                         {
7686                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7687                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7688                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7689                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7690                         }
7691                         dynamicvertex = true;
7692                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7693                         break;
7694                 }
7695         }
7696         if (rsurface.texture->materialshaderpass)
7697         {
7698                 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7699                 {
7700                 default:
7701                 case Q3TCGEN_TEXTURE:
7702                         break;
7703                 case Q3TCGEN_LIGHTMAP:
7704                         if (!dynamicvertex)
7705                         {
7706                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7707                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7708                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7709                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7710                         }
7711                         dynamicvertex = true;
7712                         batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7713                         break;
7714                 case Q3TCGEN_VECTOR:
7715                         if (!dynamicvertex)
7716                         {
7717                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7718                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7719                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7720                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7721                         }
7722                         dynamicvertex = true;
7723                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7724                         break;
7725                 case Q3TCGEN_ENVIRONMENT:
7726                         if (!dynamicvertex)
7727                         {
7728                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7729                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7730                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7731                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7732                         }
7733                         dynamicvertex = true;
7734                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7735                         break;
7736                 }
7737                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7738                 {
7739                         if (!dynamicvertex)
7740                         {
7741                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7742                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7743                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7744                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7745                         }
7746                         dynamicvertex = true;
7747                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7748                 }
7749         }
7750
7751         // the caller can specify BATCHNEED_NOGAPS to force a batch with
7752         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7753         // we ensure this by treating the vertex batch as dynamic...
7754         if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7755         {
7756                 if (!dynamicvertex)
7757                 {
7758                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7759                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7760                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7761                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7762                 }
7763                 dynamicvertex = true;
7764         }
7765
7766         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7767         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7768                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7769
7770         rsurface.batchvertex3f = rsurface.modelvertex3f;
7771         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7772         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7773         rsurface.batchsvector3f = rsurface.modelsvector3f;
7774         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7775         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7776         rsurface.batchtvector3f = rsurface.modeltvector3f;
7777         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7778         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7779         rsurface.batchnormal3f = rsurface.modelnormal3f;
7780         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7781         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7782         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7783         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
7784         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
7785         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7786         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
7787         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
7788         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7789         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7790         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7791         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7792         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7793         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7794         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7795         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7796         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7797         rsurface.batchelement3i = rsurface.modelelement3i;
7798         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7799         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7800         rsurface.batchelement3s = rsurface.modelelement3s;
7801         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7802         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7803         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7804         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7805         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7806         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7807         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7808
7809         // if any dynamic vertex processing has to occur in software, we copy the
7810         // entire surface list together before processing to rebase the vertices
7811         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7812         //
7813         // if any gaps exist and we do not have a static vertex buffer, we have to
7814         // copy the surface list together to avoid wasting upload bandwidth on the
7815         // vertices in the gaps.
7816         //
7817         // if gaps exist and we have a static vertex buffer, we can choose whether
7818         // to combine the index buffer ranges into one dynamic index buffer or
7819         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7820         //
7821         // in many cases the batch is reduced to one draw call.
7822
7823         rsurface.batchmultidraw = false;
7824         rsurface.batchmultidrawnumsurfaces = 0;
7825         rsurface.batchmultidrawsurfacelist = NULL;
7826
7827         if (!dynamicvertex)
7828         {
7829                 // static vertex data, just set pointers...
7830                 rsurface.batchgeneratedvertex = false;
7831                 // if there are gaps, we want to build a combined index buffer,
7832                 // otherwise use the original static buffer with an appropriate offset
7833                 if (gaps)
7834                 {
7835                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7836                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7837                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7838                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7839                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7840                         {
7841                                 rsurface.batchmultidraw = true;
7842                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7843                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7844                                 return;
7845                         }
7846                         // build a new triangle elements array for this batch
7847                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7848                         rsurface.batchfirsttriangle = 0;
7849                         numtriangles = 0;
7850                         for (i = 0;i < texturenumsurfaces;i++)
7851                         {
7852                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7853                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7854                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7855                                 numtriangles += surfacenumtriangles;
7856                         }
7857                         rsurface.batchelement3i_indexbuffer = NULL;
7858                         rsurface.batchelement3i_bufferoffset = 0;
7859                         rsurface.batchelement3s = NULL;
7860                         rsurface.batchelement3s_indexbuffer = NULL;
7861                         rsurface.batchelement3s_bufferoffset = 0;
7862                         if (endvertex <= 65536)
7863                         {
7864                                 // make a 16bit (unsigned short) index array if possible
7865                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7866                                 for (i = 0;i < numtriangles*3;i++)
7867                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7868                         }
7869                 }
7870                 else
7871                 {
7872                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
7873                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7874                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7875                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7876                 }
7877                 return;
7878         }
7879
7880         // something needs software processing, do it for real...
7881         // we only directly handle separate array data in this case and then
7882         // generate interleaved data if needed...
7883         rsurface.batchgeneratedvertex = true;
7884         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7885         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7886         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7887         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7888
7889         // now copy the vertex data into a combined array and make an index array
7890         // (this is what Quake3 does all the time)
7891         // we also apply any skeletal animation here that would have been done in
7892         // the vertex shader, because most of the dynamic vertex animation cases
7893         // need actual vertex positions and normals
7894         //if (dynamicvertex)
7895         {
7896                 rsurface.batchvertex3f = NULL;
7897                 rsurface.batchvertex3f_vertexbuffer = NULL;
7898                 rsurface.batchvertex3f_bufferoffset = 0;
7899                 rsurface.batchsvector3f = NULL;
7900                 rsurface.batchsvector3f_vertexbuffer = NULL;
7901                 rsurface.batchsvector3f_bufferoffset = 0;
7902                 rsurface.batchtvector3f = NULL;
7903                 rsurface.batchtvector3f_vertexbuffer = NULL;
7904                 rsurface.batchtvector3f_bufferoffset = 0;
7905                 rsurface.batchnormal3f = NULL;
7906                 rsurface.batchnormal3f_vertexbuffer = NULL;
7907                 rsurface.batchnormal3f_bufferoffset = 0;
7908                 rsurface.batchlightmapcolor4f = NULL;
7909                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7910                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7911                 rsurface.batchtexcoordtexture2f = NULL;
7912                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7913                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7914                 rsurface.batchtexcoordlightmap2f = NULL;
7915                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7916                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7917                 rsurface.batchskeletalindex4ub = NULL;
7918                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7919                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7920                 rsurface.batchskeletalweight4ub = NULL;
7921                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7922                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7923                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7924                 rsurface.batchelement3i_indexbuffer = NULL;
7925                 rsurface.batchelement3i_bufferoffset = 0;
7926                 rsurface.batchelement3s = NULL;
7927                 rsurface.batchelement3s_indexbuffer = NULL;
7928                 rsurface.batchelement3s_bufferoffset = 0;
7929                 rsurface.batchskeletaltransform3x4buffer = NULL;
7930                 rsurface.batchskeletaltransform3x4offset = 0;
7931                 rsurface.batchskeletaltransform3x4size = 0;
7932                 // we'll only be setting up certain arrays as needed
7933                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7934                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7935                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7936                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7937                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7938                 {
7939                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7940                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7941                 }
7942                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7943                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7944                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7945                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7946                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7947                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7948                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7949                 {
7950                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7951                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7952                 }
7953                 numvertices = 0;
7954                 numtriangles = 0;
7955                 for (i = 0;i < texturenumsurfaces;i++)
7956                 {
7957                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7958                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
7959                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7960                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7961                         // copy only the data requested
7962                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7963                         {
7964                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7965                                 {
7966                                         if (rsurface.batchvertex3f)
7967                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7968                                         else
7969                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7970                                 }
7971                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7972                                 {
7973                                         if (rsurface.modelnormal3f)
7974                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7975                                         else
7976                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7977                                 }
7978                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7979                                 {
7980                                         if (rsurface.modelsvector3f)
7981                                         {
7982                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7983                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7984                                         }
7985                                         else
7986                                         {
7987                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7988                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7989                                         }
7990                                 }
7991                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7992                                 {
7993                                         if (rsurface.modellightmapcolor4f)
7994                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7995                                         else
7996                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7997                                 }
7998                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7999                                 {
8000                                         if (rsurface.modeltexcoordtexture2f)
8001                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8002                                         else
8003                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8004                                 }
8005                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8006                                 {
8007                                         if (rsurface.modeltexcoordlightmap2f)
8008                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8009                                         else
8010                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8011                                 }
8012                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
8013                                 {
8014                                         if (rsurface.modelskeletalindex4ub)
8015                                         {
8016                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8017                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8018                                         }
8019                                         else
8020                                         {
8021                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8022                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8023                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
8024                                                 for (j = 0;j < surfacenumvertices;j++)
8025                                                         ub[j*4] = 255;
8026                                         }
8027                                 }
8028                         }
8029                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8030                         numvertices += surfacenumvertices;
8031                         numtriangles += surfacenumtriangles;
8032                 }
8033
8034                 // generate a 16bit index array as well if possible
8035                 // (in general, dynamic batches fit)
8036                 if (numvertices <= 65536)
8037                 {
8038                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8039                         for (i = 0;i < numtriangles*3;i++)
8040                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8041                 }
8042
8043                 // since we've copied everything, the batch now starts at 0
8044                 rsurface.batchfirstvertex = 0;
8045                 rsurface.batchnumvertices = batchnumvertices;
8046                 rsurface.batchfirsttriangle = 0;
8047                 rsurface.batchnumtriangles = batchnumtriangles;
8048         }
8049
8050         // apply skeletal animation that would have been done in the vertex shader
8051         if (rsurface.batchskeletaltransform3x4)
8052         {
8053                 const unsigned char *si;
8054                 const unsigned char *sw;
8055                 const float *t[4];
8056                 const float *b = rsurface.batchskeletaltransform3x4;
8057                 float *vp, *vs, *vt, *vn;
8058                 float w[4];
8059                 float m[3][4], n[3][4];
8060                 float tp[3], ts[3], tt[3], tn[3];
8061                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8062                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8063                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8064                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8065                 si = rsurface.batchskeletalindex4ub;
8066                 sw = rsurface.batchskeletalweight4ub;
8067                 vp = rsurface.batchvertex3f;
8068                 vs = rsurface.batchsvector3f;
8069                 vt = rsurface.batchtvector3f;
8070                 vn = rsurface.batchnormal3f;
8071                 memset(m[0], 0, sizeof(m));
8072                 memset(n[0], 0, sizeof(n));
8073                 for (i = 0;i < batchnumvertices;i++)
8074                 {
8075                         t[0] = b + si[0]*12;
8076                         if (sw[0] == 255)
8077                         {
8078                                 // common case - only one matrix
8079                                 m[0][0] = t[0][ 0];
8080                                 m[0][1] = t[0][ 1];
8081                                 m[0][2] = t[0][ 2];
8082                                 m[0][3] = t[0][ 3];
8083                                 m[1][0] = t[0][ 4];
8084                                 m[1][1] = t[0][ 5];
8085                                 m[1][2] = t[0][ 6];
8086                                 m[1][3] = t[0][ 7];
8087                                 m[2][0] = t[0][ 8];
8088                                 m[2][1] = t[0][ 9];
8089                                 m[2][2] = t[0][10];
8090                                 m[2][3] = t[0][11];
8091                         }
8092                         else if (sw[2] + sw[3])
8093                         {
8094                                 // blend 4 matrices
8095                                 t[1] = b + si[1]*12;
8096                                 t[2] = b + si[2]*12;
8097                                 t[3] = b + si[3]*12;
8098                                 w[0] = sw[0] * (1.0f / 255.0f);
8099                                 w[1] = sw[1] * (1.0f / 255.0f);
8100                                 w[2] = sw[2] * (1.0f / 255.0f);
8101                                 w[3] = sw[3] * (1.0f / 255.0f);
8102                                 // blend the matrices
8103                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8104                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8105                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8106                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8107                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8108                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8109                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8110                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8111                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8112                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8113                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8114                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8115                         }
8116                         else
8117                         {
8118                                 // blend 2 matrices
8119                                 t[1] = b + si[1]*12;
8120                                 w[0] = sw[0] * (1.0f / 255.0f);
8121                                 w[1] = sw[1] * (1.0f / 255.0f);
8122                                 // blend the matrices
8123                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8124                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8125                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8126                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8127                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8128                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8129                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8130                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8131                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8132                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8133                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8134                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8135                         }
8136                         si += 4;
8137                         sw += 4;
8138                         // modify the vertex
8139                         VectorCopy(vp, tp);
8140                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8141                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8142                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8143                         vp += 3;
8144                         if (vn)
8145                         {
8146                                 // the normal transformation matrix is a set of cross products...
8147                                 CrossProduct(m[1], m[2], n[0]);
8148                                 CrossProduct(m[2], m[0], n[1]);
8149                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8150                                 VectorCopy(vn, tn);
8151                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8152                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8153                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8154                                 VectorNormalize(vn);
8155                                 vn += 3;
8156                                 if (vs)
8157                                 {
8158                                         VectorCopy(vs, ts);
8159                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8160                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8161                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8162                                         VectorNormalize(vs);
8163                                         vs += 3;
8164                                         VectorCopy(vt, tt);
8165                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8166                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8167                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8168                                         VectorNormalize(vt);
8169                                         vt += 3;
8170                                 }
8171                         }
8172                 }
8173                 rsurface.batchskeletaltransform3x4 = NULL;
8174                 rsurface.batchskeletalnumtransforms = 0;
8175         }
8176
8177         // q1bsp surfaces rendered in vertex color mode have to have colors
8178         // calculated based on lightstyles
8179         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8180         {
8181                 // generate color arrays for the surfaces in this list
8182                 int c[4];
8183                 int scale;
8184                 int size3;
8185                 const int *offsets;
8186                 const unsigned char *lm;
8187                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8188                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8189                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8190                 numvertices = 0;
8191                 for (i = 0;i < texturenumsurfaces;i++)
8192                 {
8193                         surface = texturesurfacelist[i];
8194                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8195                         surfacenumvertices = surface->num_vertices;
8196                         if (surface->lightmapinfo->samples)
8197                         {
8198                                 for (j = 0;j < surfacenumvertices;j++)
8199                                 {
8200                                         lm = surface->lightmapinfo->samples + offsets[j];
8201                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8202                                         VectorScale(lm, scale, c);
8203                                         if (surface->lightmapinfo->styles[1] != 255)
8204                                         {
8205                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8206                                                 lm += size3;
8207                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8208                                                 VectorMA(c, scale, lm, c);
8209                                                 if (surface->lightmapinfo->styles[2] != 255)
8210                                                 {
8211                                                         lm += size3;
8212                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8213                                                         VectorMA(c, scale, lm, c);
8214                                                         if (surface->lightmapinfo->styles[3] != 255)
8215                                                         {
8216                                                                 lm += size3;
8217                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8218                                                                 VectorMA(c, scale, lm, c);
8219                                                         }
8220                                                 }
8221                                         }
8222                                         c[0] >>= 7;
8223                                         c[1] >>= 7;
8224                                         c[2] >>= 7;
8225                                         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);
8226                                         numvertices++;
8227                                 }
8228                         }
8229                         else
8230                         {
8231                                 for (j = 0;j < surfacenumvertices;j++)
8232                                 {
8233                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8234                                         numvertices++;
8235                                 }
8236                         }
8237                 }
8238         }
8239
8240         // if vertices are deformed (sprite flares and things in maps, possibly
8241         // water waves, bulges and other deformations), modify the copied vertices
8242         // in place
8243         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8244         {
8245                 float scale;
8246                 switch (deform->deform)
8247                 {
8248                 default:
8249                 case Q3DEFORM_PROJECTIONSHADOW:
8250                 case Q3DEFORM_TEXT0:
8251                 case Q3DEFORM_TEXT1:
8252                 case Q3DEFORM_TEXT2:
8253                 case Q3DEFORM_TEXT3:
8254                 case Q3DEFORM_TEXT4:
8255                 case Q3DEFORM_TEXT5:
8256                 case Q3DEFORM_TEXT6:
8257                 case Q3DEFORM_TEXT7:
8258                 case Q3DEFORM_NONE:
8259                         break;
8260                 case Q3DEFORM_AUTOSPRITE:
8261                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8262                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8263                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8264                         VectorNormalize(newforward);
8265                         VectorNormalize(newright);
8266                         VectorNormalize(newup);
8267 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8268 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8269 //                      rsurface.batchvertex3f_bufferoffset = 0;
8270 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8271 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8272 //                      rsurface.batchsvector3f_bufferoffset = 0;
8273 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8274 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8275 //                      rsurface.batchtvector3f_bufferoffset = 0;
8276 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8277 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8278 //                      rsurface.batchnormal3f_bufferoffset = 0;
8279                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8280                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8281                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8282                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8283                                 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);
8284                         // a single autosprite surface can contain multiple sprites...
8285                         for (j = 0;j < batchnumvertices - 3;j += 4)
8286                         {
8287                                 VectorClear(center);
8288                                 for (i = 0;i < 4;i++)
8289                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8290                                 VectorScale(center, 0.25f, center);
8291                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8292                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8293                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8294                                 for (i = 0;i < 4;i++)
8295                                 {
8296                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8297                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8298                                 }
8299                         }
8300                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8301                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8302                         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);
8303                         break;
8304                 case Q3DEFORM_AUTOSPRITE2:
8305                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8306                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8307                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8308                         VectorNormalize(newforward);
8309                         VectorNormalize(newright);
8310                         VectorNormalize(newup);
8311 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8312 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8313 //                      rsurface.batchvertex3f_bufferoffset = 0;
8314                         {
8315                                 const float *v1, *v2;
8316                                 vec3_t start, end;
8317                                 float f, l;
8318                                 struct
8319                                 {
8320                                         float length2;
8321                                         const float *v1;
8322                                         const float *v2;
8323                                 }
8324                                 shortest[2];
8325                                 memset(shortest, 0, sizeof(shortest));
8326                                 // a single autosprite surface can contain multiple sprites...
8327                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8328                                 {
8329                                         VectorClear(center);
8330                                         for (i = 0;i < 4;i++)
8331                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8332                                         VectorScale(center, 0.25f, center);
8333                                         // find the two shortest edges, then use them to define the
8334                                         // axis vectors for rotating around the central axis
8335                                         for (i = 0;i < 6;i++)
8336                                         {
8337                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8338                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8339                                                 l = VectorDistance2(v1, v2);
8340                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8341                                                 if (v1[2] != v2[2])
8342                                                         l += (1.0f / 1024.0f);
8343                                                 if (shortest[0].length2 > l || i == 0)
8344                                                 {
8345                                                         shortest[1] = shortest[0];
8346                                                         shortest[0].length2 = l;
8347                                                         shortest[0].v1 = v1;
8348                                                         shortest[0].v2 = v2;
8349                                                 }
8350                                                 else if (shortest[1].length2 > l || i == 1)
8351                                                 {
8352                                                         shortest[1].length2 = l;
8353                                                         shortest[1].v1 = v1;
8354                                                         shortest[1].v2 = v2;
8355                                                 }
8356                                         }
8357                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8358                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8359                                         // this calculates the right vector from the shortest edge
8360                                         // and the up vector from the edge midpoints
8361                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8362                                         VectorNormalize(right);
8363                                         VectorSubtract(end, start, up);
8364                                         VectorNormalize(up);
8365                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8366                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8367                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8368                                         VectorNegate(forward, forward);
8369                                         VectorReflect(forward, 0, up, forward);
8370                                         VectorNormalize(forward);
8371                                         CrossProduct(up, forward, newright);
8372                                         VectorNormalize(newright);
8373                                         // rotate the quad around the up axis vector, this is made
8374                                         // especially easy by the fact we know the quad is flat,
8375                                         // so we only have to subtract the center position and
8376                                         // measure distance along the right vector, and then
8377                                         // multiply that by the newright vector and add back the
8378                                         // center position
8379                                         // we also need to subtract the old position to undo the
8380                                         // displacement from the center, which we do with a
8381                                         // DotProduct, the subtraction/addition of center is also
8382                                         // optimized into DotProducts here
8383                                         l = DotProduct(right, center);
8384                                         for (i = 0;i < 4;i++)
8385                                         {
8386                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8387                                                 f = DotProduct(right, v1) - l;
8388                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8389                                         }
8390                                 }
8391                         }
8392                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8393                         {
8394 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8395 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8396 //                              rsurface.batchnormal3f_bufferoffset = 0;
8397                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8398                         }
8399                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8400                         {
8401 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8402 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8403 //                              rsurface.batchsvector3f_bufferoffset = 0;
8404 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8405 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8406 //                              rsurface.batchtvector3f_bufferoffset = 0;
8407                                 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);
8408                         }
8409                         break;
8410                 case Q3DEFORM_NORMAL:
8411                         // deform the normals to make reflections wavey
8412                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8413                         rsurface.batchnormal3f_vertexbuffer = NULL;
8414                         rsurface.batchnormal3f_bufferoffset = 0;
8415                         for (j = 0;j < batchnumvertices;j++)
8416                         {
8417                                 float vertex[3];
8418                                 float *normal = rsurface.batchnormal3f + 3*j;
8419                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8420                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8421                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8422                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8423                                 VectorNormalize(normal);
8424                         }
8425                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8426                         {
8427 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8428 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8429 //                              rsurface.batchsvector3f_bufferoffset = 0;
8430 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8431 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8432 //                              rsurface.batchtvector3f_bufferoffset = 0;
8433                                 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);
8434                         }
8435                         break;
8436                 case Q3DEFORM_WAVE:
8437                         // deform vertex array to make wavey water and flags and such
8438                         waveparms[0] = deform->waveparms[0];
8439                         waveparms[1] = deform->waveparms[1];
8440                         waveparms[2] = deform->waveparms[2];
8441                         waveparms[3] = deform->waveparms[3];
8442                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8443                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8444                         // this is how a divisor of vertex influence on deformation
8445                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8446                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8447 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8448 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8449 //                      rsurface.batchvertex3f_bufferoffset = 0;
8450 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8451 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8452 //                      rsurface.batchnormal3f_bufferoffset = 0;
8453                         for (j = 0;j < batchnumvertices;j++)
8454                         {
8455                                 // if the wavefunc depends on time, evaluate it per-vertex
8456                                 if (waveparms[3])
8457                                 {
8458                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8459                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8460                                 }
8461                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8462                         }
8463                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8464                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8465                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8466                         {
8467 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8468 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8469 //                              rsurface.batchsvector3f_bufferoffset = 0;
8470 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8471 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8472 //                              rsurface.batchtvector3f_bufferoffset = 0;
8473                                 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);
8474                         }
8475                         break;
8476                 case Q3DEFORM_BULGE:
8477                         // deform vertex array to make the surface have moving bulges
8478 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8479 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8480 //                      rsurface.batchvertex3f_bufferoffset = 0;
8481 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8482 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8483 //                      rsurface.batchnormal3f_bufferoffset = 0;
8484                         for (j = 0;j < batchnumvertices;j++)
8485                         {
8486                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8487                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8488                         }
8489                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8490                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8491                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8492                         {
8493 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8494 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8495 //                              rsurface.batchsvector3f_bufferoffset = 0;
8496 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8497 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8498 //                              rsurface.batchtvector3f_bufferoffset = 0;
8499                                 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);
8500                         }
8501                         break;
8502                 case Q3DEFORM_MOVE:
8503                         // deform vertex array
8504                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8505                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8506                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8507                         VectorScale(deform->parms, scale, waveparms);
8508 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8509 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8510 //                      rsurface.batchvertex3f_bufferoffset = 0;
8511                         for (j = 0;j < batchnumvertices;j++)
8512                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8513                         break;
8514                 }
8515         }
8516
8517         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8518         {
8519         // generate texcoords based on the chosen texcoord source
8520                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8521                 {
8522                 default:
8523                 case Q3TCGEN_TEXTURE:
8524                         break;
8525                 case Q3TCGEN_LIGHTMAP:
8526         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8527         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8528         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8529                         if (rsurface.batchtexcoordlightmap2f)
8530                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8531                         break;
8532                 case Q3TCGEN_VECTOR:
8533         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8534         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8535         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8536                         for (j = 0;j < batchnumvertices;j++)
8537                         {
8538                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8539                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8540                         }
8541                         break;
8542                 case Q3TCGEN_ENVIRONMENT:
8543                         // make environment reflections using a spheremap
8544                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8545                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8546                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8547                         for (j = 0;j < batchnumvertices;j++)
8548                         {
8549                                 // identical to Q3A's method, but executed in worldspace so
8550                                 // carried models can be shiny too
8551
8552                                 float viewer[3], d, reflected[3], worldreflected[3];
8553
8554                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8555                                 // VectorNormalize(viewer);
8556
8557                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8558
8559                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8560                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8561                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8562                                 // note: this is proportinal to viewer, so we can normalize later
8563
8564                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8565                                 VectorNormalize(worldreflected);
8566
8567                                 // note: this sphere map only uses world x and z!
8568                                 // so positive and negative y will LOOK THE SAME.
8569                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8570                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8571                         }
8572                         break;
8573                 }
8574                 // the only tcmod that needs software vertex processing is turbulent, so
8575                 // check for it here and apply the changes if needed
8576                 // and we only support that as the first one
8577                 // (handling a mixture of turbulent and other tcmods would be problematic
8578                 //  without punting it entirely to a software path)
8579                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8580                 {
8581                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8582                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8583         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8584         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8585         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8586                         for (j = 0;j < batchnumvertices;j++)
8587                         {
8588                                 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);
8589                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8590                         }
8591                 }
8592         }
8593 }
8594
8595 void RSurf_DrawBatch(void)
8596 {
8597         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8598         // through the pipeline, killing it earlier in the pipeline would have
8599         // per-surface overhead rather than per-batch overhead, so it's best to
8600         // reject it here, before it hits glDraw.
8601         if (rsurface.batchnumtriangles == 0)
8602                 return;
8603 #if 0
8604         // batch debugging code
8605         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8606         {
8607                 int i;
8608                 int j;
8609                 int c;
8610                 const int *e;
8611                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8612                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8613                 {
8614                         c = e[i];
8615                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8616                         {
8617                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8618                                 {
8619                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8620                                                 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);
8621                                         break;
8622                                 }
8623                         }
8624                 }
8625         }
8626 #endif
8627         if (rsurface.batchmultidraw)
8628         {
8629                 // issue multiple draws rather than copying index data
8630                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8631                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8632                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8633                 for (i = 0;i < numsurfaces;)
8634                 {
8635                         // combine consecutive surfaces as one draw
8636                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8637                                 if (surfacelist[j] != surfacelist[k] + 1)
8638                                         break;
8639                         firstvertex = surfacelist[i]->num_firstvertex;
8640                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8641                         firsttriangle = surfacelist[i]->num_firsttriangle;
8642                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8643                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8644                         i = j;
8645                 }
8646         }
8647         else
8648         {
8649                 // there is only one consecutive run of index data (may have been combined)
8650                 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);
8651         }
8652 }
8653
8654 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8655 {
8656         // pick the closest matching water plane
8657         int planeindex, vertexindex, bestplaneindex = -1;
8658         float d, bestd;
8659         vec3_t vert;
8660         const float *v;
8661         r_waterstate_waterplane_t *p;
8662         qboolean prepared = false;
8663         bestd = 0;
8664         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8665         {
8666                 if(p->camera_entity != rsurface.texture->camera_entity)
8667                         continue;
8668                 d = 0;
8669                 if(!prepared)
8670                 {
8671                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8672                         prepared = true;
8673                         if(rsurface.batchnumvertices == 0)
8674                                 break;
8675                 }
8676                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8677                 {
8678                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8679                         d += fabs(PlaneDiff(vert, &p->plane));
8680                 }
8681                 if (bestd > d || bestplaneindex < 0)
8682                 {
8683                         bestd = d;
8684                         bestplaneindex = planeindex;
8685                 }
8686         }
8687         return bestplaneindex;
8688         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8689         // this situation though, as it might be better to render single larger
8690         // batches with useless stuff (backface culled for example) than to
8691         // render multiple smaller batches
8692 }
8693
8694 void RSurf_SetupDepthAndCulling(void)
8695 {
8696         // submodels are biased to avoid z-fighting with world surfaces that they
8697         // may be exactly overlapping (avoids z-fighting artifacts on certain
8698         // doors and things in Quake maps)
8699         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8700         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8701         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8702         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8703 }
8704
8705 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8706 {
8707         int i, j;
8708         // transparent sky would be ridiculous
8709         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8710                 return;
8711         R_SetupShader_Generic_NoTexture(false, false);
8712         skyrenderlater = true;
8713         RSurf_SetupDepthAndCulling();
8714         GL_DepthMask(true);
8715
8716         // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8717         if (r_sky_scissor.integer)
8718         {
8719                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8720                 for (i = 0; i < texturenumsurfaces; i++)
8721                 {
8722                         const msurface_t *surf = texturesurfacelist[i];
8723                         const float *v;
8724                         float p[3];
8725                         float mins[3], maxs[3];
8726                         int scissor[4];
8727                         for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8728                         {
8729                                 Matrix4x4_Transform(&rsurface.matrix, v, p);
8730                                 if (j > 0)
8731                                 {
8732                                         if (mins[0] > p[0]) mins[0] = p[0];
8733                                         if (mins[1] > p[1]) mins[1] = p[1];
8734                                         if (mins[2] > p[2]) mins[2] = p[2];
8735                                         if (maxs[0] < p[0]) maxs[0] = p[0];
8736                                         if (maxs[1] < p[1]) maxs[1] = p[1];
8737                                         if (maxs[2] < p[2]) maxs[2] = p[2];
8738                                 }
8739                                 else
8740                                 {
8741                                         VectorCopy(p, mins);
8742                                         VectorCopy(p, maxs);
8743                                 }
8744                         }
8745                         if (!R_ScissorForBBox(mins, maxs, scissor))
8746                         {
8747                                 if (skyscissor[2])
8748                                 {
8749                                         if (skyscissor[0] > scissor[0])
8750                                         {
8751                                                 skyscissor[2] += skyscissor[0] - scissor[0];
8752                                                 skyscissor[0] = scissor[0];
8753                                         }
8754                                         if (skyscissor[1] > scissor[1])
8755                                         {
8756                                                 skyscissor[3] += skyscissor[1] - scissor[1];
8757                                                 skyscissor[1] = scissor[1];
8758                                         }
8759                                         if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8760                                                 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8761                                         if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8762                                                 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8763                                 }
8764                                 else
8765                                         Vector4Copy(scissor, skyscissor);
8766                         }
8767                 }
8768         }
8769
8770         // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8771         // skymasking on them, and Quake3 never did sky masking (unlike
8772         // software Quake and software Quake2), so disable the sky masking
8773         // in Quake3 maps as it causes problems with q3map2 sky tricks,
8774         // and skymasking also looks very bad when noclipping outside the
8775         // level, so don't use it then either.
8776         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8777         {
8778                 R_Mesh_ResetTextureState();
8779                 if (skyrendermasked)
8780                 {
8781                         R_SetupShader_DepthOrShadow(false, false, false);
8782                         // depth-only (masking)
8783                         GL_ColorMask(0, 0, 0, 0);
8784                         // just to make sure that braindead drivers don't draw
8785                         // anything despite that colormask...
8786                         GL_BlendFunc(GL_ZERO, GL_ONE);
8787                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8788                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8789                 }
8790                 else
8791                 {
8792                         R_SetupShader_Generic_NoTexture(false, false);
8793                         // fog sky
8794                         GL_BlendFunc(GL_ONE, GL_ZERO);
8795                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8796                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8797                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8798                 }
8799                 RSurf_DrawBatch();
8800                 if (skyrendermasked)
8801                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8802         }
8803         R_Mesh_ResetTextureState();
8804         GL_Color(1, 1, 1, 1);
8805 }
8806
8807 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8808 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8809 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8810 {
8811         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8812                 return;
8813         if (prepass)
8814         {
8815                 // render screenspace normalmap to texture
8816                 GL_DepthMask(true);
8817                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8818                 RSurf_DrawBatch();
8819                 return;
8820         }
8821
8822         // bind lightmap texture
8823
8824         // water/refraction/reflection/camera surfaces have to be handled specially
8825         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8826         {
8827                 int start, end, startplaneindex;
8828                 for (start = 0;start < texturenumsurfaces;start = end)
8829                 {
8830                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8831                         if(startplaneindex < 0)
8832                         {
8833                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8834                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8835                                 end = start + 1;
8836                                 continue;
8837                         }
8838                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8839                                 ;
8840                         // now that we have a batch using the same planeindex, render it
8841                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8842                         {
8843                                 // render water or distortion background
8844                                 GL_DepthMask(true);
8845                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8846                                 RSurf_DrawBatch();
8847                                 // blend surface on top
8848                                 GL_DepthMask(false);
8849                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8850                                 RSurf_DrawBatch();
8851                         }
8852                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8853                         {
8854                                 // render surface with reflection texture as input
8855                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8856                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8857                                 RSurf_DrawBatch();
8858                         }
8859                 }
8860                 return;
8861         }
8862
8863         // render surface batch normally
8864         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8865         R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8866         RSurf_DrawBatch();
8867 }
8868
8869 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8870 {
8871         int vi;
8872         int j;
8873         int texturesurfaceindex;
8874         int k;
8875         const msurface_t *surface;
8876         float surfacecolor4f[4];
8877
8878 //      R_Mesh_ResetTextureState();
8879         R_SetupShader_Generic_NoTexture(false, false);
8880
8881         GL_BlendFunc(GL_ONE, GL_ZERO);
8882         GL_DepthMask(writedepth);
8883
8884         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8885         vi = 0;
8886         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8887         {
8888                 surface = texturesurfacelist[texturesurfaceindex];
8889                 k = (int)(((size_t)surface) / sizeof(msurface_t));
8890                 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8891                 for (j = 0;j < surface->num_vertices;j++)
8892                 {
8893                         Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8894                         vi++;
8895                 }
8896         }
8897         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8898         RSurf_DrawBatch();
8899 }
8900
8901 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8902 {
8903         CHECKGLERROR
8904         RSurf_SetupDepthAndCulling();
8905         if (r_showsurfaces.integer && r_refdef.view.showdebug)
8906         {
8907                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8908                 return;
8909         }
8910         switch (vid.renderpath)
8911         {
8912         case RENDERPATH_GL32:
8913         case RENDERPATH_GLES2:
8914                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8915                 break;
8916         }
8917         CHECKGLERROR
8918 }
8919
8920 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8921 {
8922         int i, j;
8923         int texturenumsurfaces, endsurface;
8924         texture_t *texture;
8925         const msurface_t *surface;
8926         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8927
8928         RSurf_ActiveModelEntity(ent, true, true, false);
8929
8930         if (r_transparentdepthmasking.integer)
8931         {
8932                 qboolean setup = false;
8933                 for (i = 0;i < numsurfaces;i = j)
8934                 {
8935                         j = i + 1;
8936                         surface = rsurface.modelsurfaces + surfacelist[i];
8937                         texture = surface->texture;
8938                         rsurface.texture = R_GetCurrentTexture(texture);
8939                         rsurface.lightmaptexture = NULL;
8940                         rsurface.deluxemaptexture = NULL;
8941                         rsurface.uselightmaptexture = false;
8942                         // scan ahead until we find a different texture
8943                         endsurface = min(i + 1024, numsurfaces);
8944                         texturenumsurfaces = 0;
8945                         texturesurfacelist[texturenumsurfaces++] = surface;
8946                         for (;j < endsurface;j++)
8947                         {
8948                                 surface = rsurface.modelsurfaces + surfacelist[j];
8949                                 if (texture != surface->texture)
8950                                         break;
8951                                 texturesurfacelist[texturenumsurfaces++] = surface;
8952                         }
8953                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8954                                 continue;
8955                         // render the range of surfaces as depth
8956                         if (!setup)
8957                         {
8958                                 setup = true;
8959                                 GL_ColorMask(0,0,0,0);
8960                                 GL_Color(1,1,1,1);
8961                                 GL_DepthTest(true);
8962                                 GL_BlendFunc(GL_ONE, GL_ZERO);
8963                                 GL_DepthMask(true);
8964 //                              R_Mesh_ResetTextureState();
8965                         }
8966                         RSurf_SetupDepthAndCulling();
8967                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8968                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8969                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8970                         RSurf_DrawBatch();
8971                 }
8972                 if (setup)
8973                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8974         }
8975
8976         for (i = 0;i < numsurfaces;i = j)
8977         {
8978                 j = i + 1;
8979                 surface = rsurface.modelsurfaces + surfacelist[i];
8980                 texture = surface->texture;
8981                 rsurface.texture = R_GetCurrentTexture(texture);
8982                 // scan ahead until we find a different texture
8983                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8984                 texturenumsurfaces = 0;
8985                 texturesurfacelist[texturenumsurfaces++] = surface;
8986                 if(FAKELIGHT_ENABLED)
8987                 {
8988                         rsurface.lightmaptexture = NULL;
8989                         rsurface.deluxemaptexture = NULL;
8990                         rsurface.uselightmaptexture = false;
8991                         for (;j < endsurface;j++)
8992                         {
8993                                 surface = rsurface.modelsurfaces + surfacelist[j];
8994                                 if (texture != surface->texture)
8995                                         break;
8996                                 texturesurfacelist[texturenumsurfaces++] = surface;
8997                         }
8998                 }
8999                 else
9000                 {
9001                         rsurface.lightmaptexture = surface->lightmaptexture;
9002                         rsurface.deluxemaptexture = surface->deluxemaptexture;
9003                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9004                         for (;j < endsurface;j++)
9005                         {
9006                                 surface = rsurface.modelsurfaces + surfacelist[j];
9007                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9008                                         break;
9009                                 texturesurfacelist[texturenumsurfaces++] = surface;
9010                         }
9011                 }
9012                 // render the range of surfaces
9013                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9014         }
9015         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9016 }
9017
9018 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9019 {
9020         // transparent surfaces get pushed off into the transparent queue
9021         int surfacelistindex;
9022         const msurface_t *surface;
9023         vec3_t tempcenter, center;
9024         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9025         {
9026                 surface = texturesurfacelist[surfacelistindex];
9027                 if (r_transparent_sortsurfacesbynearest.integer)
9028                 {
9029                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9030                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9031                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9032                 }
9033                 else
9034                 {
9035                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9036                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9037                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9038                 }
9039                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9040                 if (rsurface.entity->transparent_offset) // transparent offset
9041                 {
9042                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9043                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9044                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9045                 }
9046                 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9047         }
9048 }
9049
9050 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9051 {
9052         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9053                 return;
9054         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9055                 return;
9056         RSurf_SetupDepthAndCulling();
9057         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9058         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9059         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9060         RSurf_DrawBatch();
9061 }
9062
9063 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9064 {
9065         CHECKGLERROR
9066         if (ui)
9067                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9068         else if (depthonly)
9069                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9070         else if (prepass)
9071         {
9072                 if (!rsurface.texture->currentnumlayers)
9073                         return;
9074                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9075                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9076                 else
9077                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9078         }
9079         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9080                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9081         else if (!rsurface.texture->currentnumlayers)
9082                 return;
9083         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9084         {
9085                 // in the deferred case, transparent surfaces were queued during prepass
9086                 if (!r_shadow_usingdeferredprepass)
9087                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9088         }
9089         else
9090         {
9091                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9092                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9093         }
9094         CHECKGLERROR
9095 }
9096
9097 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9098 {
9099         int i, j;
9100         texture_t *texture;
9101         R_FrameData_SetMark();
9102         // break the surface list down into batches by texture and use of lightmapping
9103         for (i = 0;i < numsurfaces;i = j)
9104         {
9105                 j = i + 1;
9106                 // texture is the base texture pointer, rsurface.texture is the
9107                 // current frame/skin the texture is directing us to use (for example
9108                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9109                 // use skin 1 instead)
9110                 texture = surfacelist[i]->texture;
9111                 rsurface.texture = R_GetCurrentTexture(texture);
9112                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9113                 {
9114                         // if this texture is not the kind we want, skip ahead to the next one
9115                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9116                                 ;
9117                         continue;
9118                 }
9119                 if(FAKELIGHT_ENABLED || depthonly || prepass)
9120                 {
9121                         rsurface.lightmaptexture = NULL;
9122                         rsurface.deluxemaptexture = NULL;
9123                         rsurface.uselightmaptexture = false;
9124                         // simply scan ahead until we find a different texture or lightmap state
9125                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9126                                 ;
9127                 }
9128                 else
9129                 {
9130                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9131                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9132                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9133                         // simply scan ahead until we find a different texture or lightmap state
9134                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9135                                 ;
9136                 }
9137                 // render the range of surfaces
9138                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9139         }
9140         R_FrameData_ReturnToMark();
9141 }
9142
9143 float locboxvertex3f[6*4*3] =
9144 {
9145         1,0,1, 1,0,0, 1,1,0, 1,1,1,
9146         0,1,1, 0,1,0, 0,0,0, 0,0,1,
9147         1,1,1, 1,1,0, 0,1,0, 0,1,1,
9148         0,0,1, 0,0,0, 1,0,0, 1,0,1,
9149         0,0,1, 1,0,1, 1,1,1, 0,1,1,
9150         1,0,0, 0,0,0, 0,1,0, 1,1,0
9151 };
9152
9153 unsigned short locboxelements[6*2*3] =
9154 {
9155          0, 1, 2, 0, 2, 3,
9156          4, 5, 6, 4, 6, 7,
9157          8, 9,10, 8,10,11,
9158         12,13,14, 12,14,15,
9159         16,17,18, 16,18,19,
9160         20,21,22, 20,22,23
9161 };
9162
9163 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9164 {
9165         int i, j;
9166         cl_locnode_t *loc = (cl_locnode_t *)ent;
9167         vec3_t mins, size;
9168         float vertex3f[6*4*3];
9169         CHECKGLERROR
9170         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9171         GL_DepthMask(false);
9172         GL_DepthRange(0, 1);
9173         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9174         GL_DepthTest(true);
9175         GL_CullFace(GL_NONE);
9176         R_EntityMatrix(&identitymatrix);
9177
9178 //      R_Mesh_ResetTextureState();
9179
9180         i = surfacelist[0];
9181         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9182                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9183                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9184                         surfacelist[0] < 0 ? 0.5f : 0.125f);
9185
9186         if (VectorCompare(loc->mins, loc->maxs))
9187         {
9188                 VectorSet(size, 2, 2, 2);
9189                 VectorMA(loc->mins, -0.5f, size, mins);
9190         }
9191         else
9192         {
9193                 VectorCopy(loc->mins, mins);
9194                 VectorSubtract(loc->maxs, loc->mins, size);
9195         }
9196
9197         for (i = 0;i < 6*4*3;)
9198                 for (j = 0;j < 3;j++, i++)
9199                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9200
9201         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9202         R_SetupShader_Generic_NoTexture(false, false);
9203         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9204 }
9205
9206 void R_DrawLocs(void)
9207 {
9208         int index;
9209         cl_locnode_t *loc, *nearestloc;
9210         vec3_t center;
9211         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9212         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9213         {
9214                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9215                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9216         }
9217 }
9218
9219 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9220 {
9221         if (decalsystem->decals)
9222                 Mem_Free(decalsystem->decals);
9223         memset(decalsystem, 0, sizeof(*decalsystem));
9224 }
9225
9226 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9227 {
9228         tridecal_t *decal;
9229         tridecal_t *decals;
9230         int i;
9231
9232         // expand or initialize the system
9233         if (decalsystem->maxdecals <= decalsystem->numdecals)
9234         {
9235                 decalsystem_t old = *decalsystem;
9236                 qboolean useshortelements;
9237                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9238                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9239                 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)));
9240                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9241                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9242                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9243                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9244                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9245                 if (decalsystem->numdecals)
9246                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9247                 if (old.decals)
9248                         Mem_Free(old.decals);
9249                 for (i = 0;i < decalsystem->maxdecals*3;i++)
9250                         decalsystem->element3i[i] = i;
9251                 if (useshortelements)
9252                         for (i = 0;i < decalsystem->maxdecals*3;i++)
9253                                 decalsystem->element3s[i] = i;
9254         }
9255
9256         // grab a decal and search for another free slot for the next one
9257         decals = decalsystem->decals;
9258         decal = decalsystem->decals + (i = decalsystem->freedecal++);
9259         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9260                 ;
9261         decalsystem->freedecal = i;
9262         if (decalsystem->numdecals <= i)
9263                 decalsystem->numdecals = i + 1;
9264
9265         // initialize the decal
9266         decal->lived = 0;
9267         decal->triangleindex = triangleindex;
9268         decal->surfaceindex = surfaceindex;
9269         decal->decalsequence = decalsequence;
9270         decal->color4f[0][0] = c0[0];
9271         decal->color4f[0][1] = c0[1];
9272         decal->color4f[0][2] = c0[2];
9273         decal->color4f[0][3] = 1;
9274         decal->color4f[1][0] = c1[0];
9275         decal->color4f[1][1] = c1[1];
9276         decal->color4f[1][2] = c1[2];
9277         decal->color4f[1][3] = 1;
9278         decal->color4f[2][0] = c2[0];
9279         decal->color4f[2][1] = c2[1];
9280         decal->color4f[2][2] = c2[2];
9281         decal->color4f[2][3] = 1;
9282         decal->vertex3f[0][0] = v0[0];
9283         decal->vertex3f[0][1] = v0[1];
9284         decal->vertex3f[0][2] = v0[2];
9285         decal->vertex3f[1][0] = v1[0];
9286         decal->vertex3f[1][1] = v1[1];
9287         decal->vertex3f[1][2] = v1[2];
9288         decal->vertex3f[2][0] = v2[0];
9289         decal->vertex3f[2][1] = v2[1];
9290         decal->vertex3f[2][2] = v2[2];
9291         decal->texcoord2f[0][0] = t0[0];
9292         decal->texcoord2f[0][1] = t0[1];
9293         decal->texcoord2f[1][0] = t1[0];
9294         decal->texcoord2f[1][1] = t1[1];
9295         decal->texcoord2f[2][0] = t2[0];
9296         decal->texcoord2f[2][1] = t2[1];
9297         TriangleNormal(v0, v1, v2, decal->plane);
9298         VectorNormalize(decal->plane);
9299         decal->plane[3] = DotProduct(v0, decal->plane);
9300 }
9301
9302 extern cvar_t cl_decals_bias;
9303 extern cvar_t cl_decals_models;
9304 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9305 // baseparms, parms, temps
9306 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9307 {
9308         int cornerindex;
9309         int index;
9310         float v[9][3];
9311         const float *vertex3f;
9312         const float *normal3f;
9313         int numpoints;
9314         float points[2][9][3];
9315         float temp[3];
9316         float tc[9][2];
9317         float f;
9318         float c[9][4];
9319         const int *e;
9320
9321         e = rsurface.modelelement3i + 3*triangleindex;
9322
9323         vertex3f = rsurface.modelvertex3f;
9324         normal3f = rsurface.modelnormal3f;
9325
9326         if (normal3f)
9327         {
9328                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9329                 {
9330                         index = 3*e[cornerindex];
9331                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9332                 }
9333         }
9334         else
9335         {
9336                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9337                 {
9338                         index = 3*e[cornerindex];
9339                         VectorCopy(vertex3f + index, v[cornerindex]);
9340                 }
9341         }
9342
9343         // cull backfaces
9344         //TriangleNormal(v[0], v[1], v[2], normal);
9345         //if (DotProduct(normal, localnormal) < 0.0f)
9346         //      continue;
9347         // clip by each of the box planes formed from the projection matrix
9348         // if anything survives, we emit the decal
9349         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]);
9350         if (numpoints < 3)
9351                 return;
9352         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]);
9353         if (numpoints < 3)
9354                 return;
9355         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]);
9356         if (numpoints < 3)
9357                 return;
9358         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]);
9359         if (numpoints < 3)
9360                 return;
9361         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]);
9362         if (numpoints < 3)
9363                 return;
9364         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]);
9365         if (numpoints < 3)
9366                 return;
9367         // some part of the triangle survived, so we have to accept it...
9368         if (dynamic)
9369         {
9370                 // dynamic always uses the original triangle
9371                 numpoints = 3;
9372                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9373                 {
9374                         index = 3*e[cornerindex];
9375                         VectorCopy(vertex3f + index, v[cornerindex]);
9376                 }
9377         }
9378         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9379         {
9380                 // convert vertex positions to texcoords
9381                 Matrix4x4_Transform(projection, v[cornerindex], temp);
9382                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9383                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9384                 // calculate distance fade from the projection origin
9385                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9386                 f = bound(0.0f, f, 1.0f);
9387                 c[cornerindex][0] = r * f;
9388                 c[cornerindex][1] = g * f;
9389                 c[cornerindex][2] = b * f;
9390                 c[cornerindex][3] = 1.0f;
9391                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9392         }
9393         if (dynamic)
9394                 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);
9395         else
9396                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9397                         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);
9398 }
9399 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9400 {
9401         matrix4x4_t projection;
9402         decalsystem_t *decalsystem;
9403         qboolean dynamic;
9404         dp_model_t *model;
9405         const msurface_t *surface;
9406         const msurface_t *surfaces;
9407         const int *surfacelist;
9408         const texture_t *texture;
9409         int numtriangles;
9410         int numsurfacelist;
9411         int surfacelistindex;
9412         int surfaceindex;
9413         int triangleindex;
9414         float localorigin[3];
9415         float localnormal[3];
9416         float localmins[3];
9417         float localmaxs[3];
9418         float localsize;
9419         //float normal[3];
9420         float planes[6][4];
9421         float angles[3];
9422         bih_t *bih;
9423         int bih_triangles_count;
9424         int bih_triangles[256];
9425         int bih_surfaces[256];
9426
9427         decalsystem = &ent->decalsystem;
9428         model = ent->model;
9429         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9430         {
9431                 R_DecalSystem_Reset(&ent->decalsystem);
9432                 return;
9433         }
9434
9435         if (!model->brush.data_leafs && !cl_decals_models.integer)
9436         {
9437                 if (decalsystem->model)
9438                         R_DecalSystem_Reset(decalsystem);
9439                 return;
9440         }
9441
9442         if (decalsystem->model != model)
9443                 R_DecalSystem_Reset(decalsystem);
9444         decalsystem->model = model;
9445
9446         RSurf_ActiveModelEntity(ent, true, false, false);
9447
9448         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9449         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9450         VectorNormalize(localnormal);
9451         localsize = worldsize*rsurface.inversematrixscale;
9452         localmins[0] = localorigin[0] - localsize;
9453         localmins[1] = localorigin[1] - localsize;
9454         localmins[2] = localorigin[2] - localsize;
9455         localmaxs[0] = localorigin[0] + localsize;
9456         localmaxs[1] = localorigin[1] + localsize;
9457         localmaxs[2] = localorigin[2] + localsize;
9458
9459         //VectorCopy(localnormal, planes[4]);
9460         //VectorVectors(planes[4], planes[2], planes[0]);
9461         AnglesFromVectors(angles, localnormal, NULL, false);
9462         AngleVectors(angles, planes[0], planes[2], planes[4]);
9463         VectorNegate(planes[0], planes[1]);
9464         VectorNegate(planes[2], planes[3]);
9465         VectorNegate(planes[4], planes[5]);
9466         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9467         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9468         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9469         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9470         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9471         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9472
9473 #if 1
9474 // works
9475 {
9476         matrix4x4_t forwardprojection;
9477         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9478         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9479 }
9480 #else
9481 // broken
9482 {
9483         float projectionvector[4][3];
9484         VectorScale(planes[0], ilocalsize, projectionvector[0]);
9485         VectorScale(planes[2], ilocalsize, projectionvector[1]);
9486         VectorScale(planes[4], ilocalsize, projectionvector[2]);
9487         projectionvector[0][0] = planes[0][0] * ilocalsize;
9488         projectionvector[0][1] = planes[1][0] * ilocalsize;
9489         projectionvector[0][2] = planes[2][0] * ilocalsize;
9490         projectionvector[1][0] = planes[0][1] * ilocalsize;
9491         projectionvector[1][1] = planes[1][1] * ilocalsize;
9492         projectionvector[1][2] = planes[2][1] * ilocalsize;
9493         projectionvector[2][0] = planes[0][2] * ilocalsize;
9494         projectionvector[2][1] = planes[1][2] * ilocalsize;
9495         projectionvector[2][2] = planes[2][2] * ilocalsize;
9496         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9497         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9498         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9499         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9500 }
9501 #endif
9502
9503         dynamic = model->surfmesh.isanimated;
9504         numsurfacelist = model->nummodelsurfaces;
9505         surfacelist = model->sortedmodelsurfaces;
9506         surfaces = model->data_surfaces;
9507
9508         bih = NULL;
9509         bih_triangles_count = -1;
9510         if(!dynamic)
9511         {
9512                 if(model->render_bih.numleafs)
9513                         bih = &model->render_bih;
9514                 else if(model->collision_bih.numleafs)
9515                         bih = &model->collision_bih;
9516         }
9517         if(bih)
9518                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9519         if(bih_triangles_count == 0)
9520                 return;
9521         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9522                 return;
9523         if(bih_triangles_count > 0)
9524         {
9525                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9526                 {
9527                         surfaceindex = bih_surfaces[triangleindex];
9528                         surface = surfaces + surfaceindex;
9529                         texture = surface->texture;
9530                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9531                                 continue;
9532                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9533                                 continue;
9534                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9535                 }
9536         }
9537         else
9538         {
9539                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9540                 {
9541                         surfaceindex = surfacelist[surfacelistindex];
9542                         surface = surfaces + surfaceindex;
9543                         // check cull box first because it rejects more than any other check
9544                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9545                                 continue;
9546                         // skip transparent surfaces
9547                         texture = surface->texture;
9548                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9549                                 continue;
9550                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9551                                 continue;
9552                         numtriangles = surface->num_triangles;
9553                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9554                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9555                 }
9556         }
9557 }
9558
9559 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9560 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9561 {
9562         int renderentityindex;
9563         float worldmins[3];
9564         float worldmaxs[3];
9565         entity_render_t *ent;
9566
9567         if (!cl_decals_newsystem.integer)
9568                 return;
9569
9570         worldmins[0] = worldorigin[0] - worldsize;
9571         worldmins[1] = worldorigin[1] - worldsize;
9572         worldmins[2] = worldorigin[2] - worldsize;
9573         worldmaxs[0] = worldorigin[0] + worldsize;
9574         worldmaxs[1] = worldorigin[1] + worldsize;
9575         worldmaxs[2] = worldorigin[2] + worldsize;
9576
9577         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9578
9579         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9580         {
9581                 ent = r_refdef.scene.entities[renderentityindex];
9582                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9583                         continue;
9584
9585                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9586         }
9587 }
9588
9589 typedef struct r_decalsystem_splatqueue_s
9590 {
9591         vec3_t worldorigin;
9592         vec3_t worldnormal;
9593         float color[4];
9594         float tcrange[4];
9595         float worldsize;
9596         unsigned int decalsequence;
9597 }
9598 r_decalsystem_splatqueue_t;
9599
9600 int r_decalsystem_numqueued = 0;
9601 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9602
9603 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)
9604 {
9605         r_decalsystem_splatqueue_t *queue;
9606
9607         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9608                 return;
9609
9610         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9611         VectorCopy(worldorigin, queue->worldorigin);
9612         VectorCopy(worldnormal, queue->worldnormal);
9613         Vector4Set(queue->color, r, g, b, a);
9614         Vector4Set(queue->tcrange, s1, t1, s2, t2);
9615         queue->worldsize = worldsize;
9616         queue->decalsequence = cl.decalsequence++;
9617 }
9618
9619 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9620 {
9621         int i;
9622         r_decalsystem_splatqueue_t *queue;
9623
9624         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9625                 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);
9626         r_decalsystem_numqueued = 0;
9627 }
9628
9629 extern cvar_t cl_decals_max;
9630 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9631 {
9632         int i;
9633         decalsystem_t *decalsystem = &ent->decalsystem;
9634         int numdecals;
9635         unsigned int killsequence;
9636         tridecal_t *decal;
9637         float frametime;
9638         float lifetime;
9639
9640         if (!decalsystem->numdecals)
9641                 return;
9642
9643         if (r_showsurfaces.integer)
9644                 return;
9645
9646         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9647         {
9648                 R_DecalSystem_Reset(decalsystem);
9649                 return;
9650         }
9651
9652         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9653         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9654
9655         if (decalsystem->lastupdatetime)
9656                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9657         else
9658                 frametime = 0;
9659         decalsystem->lastupdatetime = r_refdef.scene.time;
9660         numdecals = decalsystem->numdecals;
9661
9662         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9663         {
9664                 if (decal->color4f[0][3])
9665                 {
9666                         decal->lived += frametime;
9667                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9668                         {
9669                                 memset(decal, 0, sizeof(*decal));
9670                                 if (decalsystem->freedecal > i)
9671                                         decalsystem->freedecal = i;
9672                         }
9673                 }
9674         }
9675         decal = decalsystem->decals;
9676         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9677                 numdecals--;
9678
9679         // collapse the array by shuffling the tail decals into the gaps
9680         for (;;)
9681         {
9682                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9683                         decalsystem->freedecal++;
9684                 if (decalsystem->freedecal == numdecals)
9685                         break;
9686                 decal[decalsystem->freedecal] = decal[--numdecals];
9687         }
9688
9689         decalsystem->numdecals = numdecals;
9690
9691         if (numdecals <= 0)
9692         {
9693                 // if there are no decals left, reset decalsystem
9694                 R_DecalSystem_Reset(decalsystem);
9695         }
9696 }
9697
9698 extern skinframe_t *decalskinframe;
9699 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9700 {
9701         int i;
9702         decalsystem_t *decalsystem = &ent->decalsystem;
9703         int numdecals;
9704         tridecal_t *decal;
9705         float faderate;
9706         float alpha;
9707         float *v3f;
9708         float *c4f;
9709         float *t2f;
9710         const int *e;
9711         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9712         int numtris = 0;
9713
9714         numdecals = decalsystem->numdecals;
9715         if (!numdecals)
9716                 return;
9717
9718         if (r_showsurfaces.integer)
9719                 return;
9720
9721         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9722         {
9723                 R_DecalSystem_Reset(decalsystem);
9724                 return;
9725         }
9726
9727         // if the model is static it doesn't matter what value we give for
9728         // wantnormals and wanttangents, so this logic uses only rules applicable
9729         // to a model, knowing that they are meaningless otherwise
9730         RSurf_ActiveModelEntity(ent, false, false, false);
9731
9732         decalsystem->lastupdatetime = r_refdef.scene.time;
9733
9734         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9735
9736         // update vertex positions for animated models
9737         v3f = decalsystem->vertex3f;
9738         c4f = decalsystem->color4f;
9739         t2f = decalsystem->texcoord2f;
9740         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9741         {
9742                 if (!decal->color4f[0][3])
9743                         continue;
9744
9745                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9746                         continue;
9747
9748                 // skip backfaces
9749                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9750                         continue;
9751
9752                 // update color values for fading decals
9753                 if (decal->lived >= cl_decals_time.value)
9754                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9755                 else
9756                         alpha = 1.0f;
9757
9758                 c4f[ 0] = decal->color4f[0][0] * alpha;
9759                 c4f[ 1] = decal->color4f[0][1] * alpha;
9760                 c4f[ 2] = decal->color4f[0][2] * alpha;
9761                 c4f[ 3] = 1;
9762                 c4f[ 4] = decal->color4f[1][0] * alpha;
9763                 c4f[ 5] = decal->color4f[1][1] * alpha;
9764                 c4f[ 6] = decal->color4f[1][2] * alpha;
9765                 c4f[ 7] = 1;
9766                 c4f[ 8] = decal->color4f[2][0] * alpha;
9767                 c4f[ 9] = decal->color4f[2][1] * alpha;
9768                 c4f[10] = decal->color4f[2][2] * alpha;
9769                 c4f[11] = 1;
9770
9771                 t2f[0] = decal->texcoord2f[0][0];
9772                 t2f[1] = decal->texcoord2f[0][1];
9773                 t2f[2] = decal->texcoord2f[1][0];
9774                 t2f[3] = decal->texcoord2f[1][1];
9775                 t2f[4] = decal->texcoord2f[2][0];
9776                 t2f[5] = decal->texcoord2f[2][1];
9777
9778                 // update vertex positions for animated models
9779                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9780                 {
9781                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9782                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9783                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9784                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9785                 }
9786                 else
9787                 {
9788                         VectorCopy(decal->vertex3f[0], v3f);
9789                         VectorCopy(decal->vertex3f[1], v3f + 3);
9790                         VectorCopy(decal->vertex3f[2], v3f + 6);
9791                 }
9792
9793                 if (r_refdef.fogenabled)
9794                 {
9795                         alpha = RSurf_FogVertex(v3f);
9796                         VectorScale(c4f, alpha, c4f);
9797                         alpha = RSurf_FogVertex(v3f + 3);
9798                         VectorScale(c4f + 4, alpha, c4f + 4);
9799                         alpha = RSurf_FogVertex(v3f + 6);
9800                         VectorScale(c4f + 8, alpha, c4f + 8);
9801                 }
9802
9803                 v3f += 9;
9804                 c4f += 12;
9805                 t2f += 6;
9806                 numtris++;
9807         }
9808
9809         if (numtris > 0)
9810         {
9811                 r_refdef.stats[r_stat_drawndecals] += numtris;
9812
9813                 // now render the decals all at once
9814                 // (this assumes they all use one particle font texture!)
9815                 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);
9816 //              R_Mesh_ResetTextureState();
9817                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9818                 GL_DepthMask(false);
9819                 GL_DepthRange(0, 1);
9820                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9821                 GL_DepthTest(true);
9822                 GL_CullFace(GL_NONE);
9823                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9824                 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9825                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9826         }
9827 }
9828
9829 static void R_DrawModelDecals(void)
9830 {
9831         int i, numdecals;
9832
9833         // fade faster when there are too many decals
9834         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9835         for (i = 0;i < r_refdef.scene.numentities;i++)
9836                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9837
9838         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9839         for (i = 0;i < r_refdef.scene.numentities;i++)
9840                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9841                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9842
9843         R_DecalSystem_ApplySplatEntitiesQueue();
9844
9845         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9846         for (i = 0;i < r_refdef.scene.numentities;i++)
9847                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9848
9849         r_refdef.stats[r_stat_totaldecals] += numdecals;
9850
9851         if (r_showsurfaces.integer)
9852                 return;
9853
9854         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9855
9856         for (i = 0;i < r_refdef.scene.numentities;i++)
9857         {
9858                 if (!r_refdef.viewcache.entityvisible[i])
9859                         continue;
9860                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9861                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9862         }
9863 }
9864
9865 extern cvar_t mod_collision_bih;
9866 static void R_DrawDebugModel(void)
9867 {
9868         entity_render_t *ent = rsurface.entity;
9869         int i, j, flagsmask;
9870         const msurface_t *surface;
9871         dp_model_t *model = ent->model;
9872
9873         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9874                 return;
9875
9876         if (r_showoverdraw.value > 0)
9877         {
9878                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9879                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9880                 R_SetupShader_Generic_NoTexture(false, false);
9881                 GL_DepthTest(false);
9882                 GL_DepthMask(false);
9883                 GL_DepthRange(0, 1);
9884                 GL_BlendFunc(GL_ONE, GL_ONE);
9885                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9886                 {
9887                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9888                                 continue;
9889                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9890                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9891                         {
9892                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9893                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9894                                 if (!rsurface.texture->currentlayers->depthmask)
9895                                         GL_Color(c, 0, 0, 1.0f);
9896                                 else if (ent == r_refdef.scene.worldentity)
9897                                         GL_Color(c, c, c, 1.0f);
9898                                 else
9899                                         GL_Color(0, c, 0, 1.0f);
9900                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9901                                 RSurf_DrawBatch();
9902                         }
9903                 }
9904                 rsurface.texture = NULL;
9905         }
9906
9907         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9908
9909 //      R_Mesh_ResetTextureState();
9910         R_SetupShader_Generic_NoTexture(false, false);
9911         GL_DepthRange(0, 1);
9912         GL_DepthTest(!r_showdisabledepthtest.integer);
9913         GL_DepthMask(false);
9914         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9915
9916         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9917         {
9918                 int triangleindex;
9919                 int bihleafindex;
9920                 qboolean cullbox = false;
9921                 const q3mbrush_t *brush;
9922                 const bih_t *bih = &model->collision_bih;
9923                 const bih_leaf_t *bihleaf;
9924                 float vertex3f[3][3];
9925                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9926                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9927                 {
9928                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9929                                 continue;
9930                         switch (bihleaf->type)
9931                         {
9932                         case BIH_BRUSH:
9933                                 brush = model->brush.data_brushes + bihleaf->itemindex;
9934                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
9935                                 {
9936                                         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);
9937                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9938                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9939                                 }
9940                                 break;
9941                         case BIH_COLLISIONTRIANGLE:
9942                                 triangleindex = bihleaf->itemindex;
9943                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9944                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9945                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9946                                 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);
9947                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9948                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9949                                 break;
9950                         case BIH_RENDERTRIANGLE:
9951                                 triangleindex = bihleaf->itemindex;
9952                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9953                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9954                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9955                                 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);
9956                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9957                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9958                                 break;
9959                         }
9960                 }
9961         }
9962
9963         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9964
9965 #ifndef USE_GLES2
9966         if (r_showtris.value > 0 && qglPolygonMode)
9967         {
9968                 if (r_showdisabledepthtest.integer)
9969                 {
9970                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9971                         GL_DepthMask(false);
9972                 }
9973                 else
9974                 {
9975                         GL_BlendFunc(GL_ONE, GL_ZERO);
9976                         GL_DepthMask(true);
9977                 }
9978                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9979                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9980                 {
9981                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9982                                 continue;
9983                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9984                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9985                         {
9986                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9987                                 if (!rsurface.texture->currentlayers->depthmask)
9988                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9989                                 else if (ent == r_refdef.scene.worldentity)
9990                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9991                                 else
9992                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9993                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9994                                 RSurf_DrawBatch();
9995                         }
9996                 }
9997                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9998                 rsurface.texture = NULL;
9999         }
10000
10001 # if 0
10002         // FIXME!  implement r_shownormals with just triangles
10003         if (r_shownormals.value != 0 && qglBegin)
10004         {
10005                 int l, k;
10006                 vec3_t v;
10007                 if (r_showdisabledepthtest.integer)
10008                 {
10009                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10010                         GL_DepthMask(false);
10011                 }
10012                 else
10013                 {
10014                         GL_BlendFunc(GL_ONE, GL_ZERO);
10015                         GL_DepthMask(true);
10016                 }
10017                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10018                 {
10019                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10020                                 continue;
10021                         rsurface.texture = R_GetCurrentTexture(surface->texture);
10022                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10023                         {
10024                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10025                                 qglBegin(GL_LINES);
10026                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10027                                 {
10028                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10029                                         {
10030                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10031                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10032                                                 qglVertex3f(v[0], v[1], v[2]);
10033                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10034                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10035                                                 qglVertex3f(v[0], v[1], v[2]);
10036                                         }
10037                                 }
10038                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10039                                 {
10040                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10041                                         {
10042                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10043                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10044                                                 qglVertex3f(v[0], v[1], v[2]);
10045                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10046                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10047                                                 qglVertex3f(v[0], v[1], v[2]);
10048                                         }
10049                                 }
10050                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10051                                 {
10052                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10053                                         {
10054                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10055                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10056                                                 qglVertex3f(v[0], v[1], v[2]);
10057                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10058                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10059                                                 qglVertex3f(v[0], v[1], v[2]);
10060                                         }
10061                                 }
10062                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10063                                 {
10064                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10065                                         {
10066                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10067                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10068                                                 qglVertex3f(v[0], v[1], v[2]);
10069                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10070                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10071                                                 qglVertex3f(v[0], v[1], v[2]);
10072                                         }
10073                                 }
10074                                 qglEnd();
10075                                 CHECKGLERROR
10076                         }
10077                 }
10078                 rsurface.texture = NULL;
10079         }
10080 # endif
10081 #endif
10082 }
10083
10084 int r_maxsurfacelist = 0;
10085 const msurface_t **r_surfacelist = NULL;
10086 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10087 {
10088         int i, j, endj, flagsmask;
10089         dp_model_t *model = ent->model;
10090         msurface_t *surfaces;
10091         unsigned char *update;
10092         int numsurfacelist = 0;
10093         if (model == NULL)
10094                 return;
10095
10096         if (r_maxsurfacelist < model->num_surfaces)
10097         {
10098                 r_maxsurfacelist = model->num_surfaces;
10099                 if (r_surfacelist)
10100                         Mem_Free((msurface_t **)r_surfacelist);
10101                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10102         }
10103
10104         if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10105                 RSurf_ActiveModelEntity(ent, false, false, false);
10106         else if (prepass)
10107                 RSurf_ActiveModelEntity(ent, true, true, true);
10108         else if (depthonly)
10109                 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10110         else
10111                 RSurf_ActiveModelEntity(ent, true, true, false);
10112
10113         surfaces = model->data_surfaces;
10114         update = model->brushq1.lightmapupdateflags;
10115
10116         // update light styles
10117         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10118         {
10119                 model_brush_lightstyleinfo_t *style;
10120                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10121                 {
10122                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
10123                         {
10124                                 int *list = style->surfacelist;
10125                                 style->value = r_refdef.scene.lightstylevalue[style->style];
10126                                 for (j = 0;j < style->numsurfaces;j++)
10127                                         update[list[j]] = true;
10128                         }
10129                 }
10130         }
10131
10132         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10133
10134         if (debug)
10135         {
10136                 R_DrawDebugModel();
10137                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10138                 return;
10139         }
10140
10141         rsurface.lightmaptexture = NULL;
10142         rsurface.deluxemaptexture = NULL;
10143         rsurface.uselightmaptexture = false;
10144         rsurface.texture = NULL;
10145         rsurface.rtlight = NULL;
10146         numsurfacelist = 0;
10147         // add visible surfaces to draw list
10148         if (ent == r_refdef.scene.worldentity)
10149         {
10150                 // for the world entity, check surfacevisible
10151                 for (i = 0;i < model->nummodelsurfaces;i++)
10152                 {
10153                         j = model->sortedmodelsurfaces[i];
10154                         if (r_refdef.viewcache.world_surfacevisible[j])
10155                                 r_surfacelist[numsurfacelist++] = surfaces + j;
10156                 }
10157         }
10158         else if (ui)
10159         {
10160                 // for ui we have to preserve the order of surfaces
10161                 for (i = 0; i < model->nummodelsurfaces; i++)
10162                         r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10163         }
10164         else
10165         {
10166                 // add all surfaces
10167                 for (i = 0; i < model->nummodelsurfaces; i++)
10168                         r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10169         }
10170         // don't do anything if there were no surfaces
10171         if (!numsurfacelist)
10172         {
10173                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10174                 return;
10175         }
10176         // update lightmaps if needed
10177         if (update)
10178         {
10179                 int updated = 0;
10180                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10181                 {
10182                         if (update[j])
10183                         {
10184                                 updated++;
10185                                 R_BuildLightMap(ent, surfaces + j);
10186                         }
10187                 }
10188         }
10189
10190         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10191
10192         // add to stats if desired
10193         if (r_speeds.integer && !skysurfaces && !depthonly)
10194         {
10195                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10196                 for (j = 0;j < numsurfacelist;j++)
10197                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10198         }
10199
10200         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10201 }
10202
10203 void R_DebugLine(vec3_t start, vec3_t end)
10204 {
10205         dp_model_t *mod = CL_Mesh_UI();
10206         msurface_t *surf;
10207         int e0, e1, e2, e3;
10208         float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10209         float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10210         float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10211         vec4_t w[2], s[2];
10212
10213         // transform to screen coords first
10214         Vector4Set(w[0], start[0], start[1], start[2], 1);
10215         Vector4Set(w[1], end[0], end[1], end[2], 1);
10216         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10217         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10218         x1 = s[0][0] * vid_conwidth.value / vid.width;
10219         y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10220         x2 = s[1][0] * vid_conwidth.value / vid.width;
10221         y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10222         //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10223
10224         // add the line to the UI mesh for drawing later
10225
10226         // width is measured in real pixels
10227         if (fabs(x2 - x1) > fabs(y2 - y1))
10228         {
10229                 offsetx = 0;
10230                 offsety = 0.5f * width * vid_conheight.value / vid.height;
10231         }
10232         else
10233         {
10234                 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10235                 offsety = 0;
10236         }
10237         surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10238         e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10239         e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10240         e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10241         e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10242         Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10243         Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10244
10245 }
10246
10247
10248 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10249 {
10250         int q;
10251         static texture_t texture;
10252         static msurface_t surface;
10253         const msurface_t *surfacelist = &surface;
10254
10255         // fake enough texture and surface state to render this geometry
10256
10257         texture.update_lastrenderframe = -1; // regenerate this texture
10258         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10259         texture.basealpha = 1.0f;
10260         texture.currentskinframe = skinframe;
10261         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10262         texture.offsetmapping = OFFSETMAPPING_OFF;
10263         texture.offsetscale = 1;
10264         texture.specularscalemod = 1;
10265         texture.specularpowermod = 1;
10266         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10267         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10268         // JUST GREP FOR "specularscalemod = 1".
10269
10270         for (q = 0; q < 3; q++)
10271         {
10272                 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10273                 texture.render_modellight_lightdir[q] = q == 2;
10274                 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10275                 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10276                 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10277                 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10278                 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10279                 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10280                 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10281                 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10282         }
10283         texture.currentalpha = 1.0f;
10284
10285         surface.texture = &texture;
10286         surface.num_triangles = numtriangles;
10287         surface.num_firsttriangle = firsttriangle;
10288         surface.num_vertices = numvertices;
10289         surface.num_firstvertex = firstvertex;
10290
10291         // now render it
10292         rsurface.texture = R_GetCurrentTexture(surface.texture);
10293         rsurface.lightmaptexture = NULL;
10294         rsurface.deluxemaptexture = NULL;
10295         rsurface.uselightmaptexture = false;
10296         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10297 }
10298
10299 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)
10300 {
10301         static msurface_t surface;
10302         const msurface_t *surfacelist = &surface;
10303
10304         // fake enough texture and surface state to render this geometry
10305         surface.texture = texture;
10306         surface.num_triangles = numtriangles;
10307         surface.num_firsttriangle = firsttriangle;
10308         surface.num_vertices = numvertices;
10309         surface.num_firstvertex = firstvertex;
10310
10311         // now render it
10312         rsurface.texture = R_GetCurrentTexture(surface.texture);
10313         rsurface.lightmaptexture = NULL;
10314         rsurface.deluxemaptexture = NULL;
10315         rsurface.uselightmaptexture = false;
10316         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10317 }