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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "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 %u\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                 R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1870                 R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1871                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1872                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1873                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1874                 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1875                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1876                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1877                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1878                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1879                 // this has to be after RSurf_PrepareVerticesForBatch
1880                 if (rsurface.batchskeletaltransform3x4buffer)
1881                         permutation |= SHADERPERMUTATION_SKELETAL;
1882                 R_SetupShader_SetPermutationGLSL(mode, permutation);
1883 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1884                 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);
1885 #endif
1886                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1887                 if (mode == SHADERMODE_LIGHTSOURCE)
1888                 {
1889                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1890                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1891                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1892                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1893                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1894                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1895         
1896                         // additive passes are only darkened by fog, not tinted
1897                         if (r_glsl_permutation->loc_FogColor >= 0)
1898                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1899                         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);
1900                 }
1901                 else
1902                 {
1903                         if (mode == SHADERMODE_FLATCOLOR)
1904                         {
1905                                 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]);
1906                         }
1907                         else if (mode == SHADERMODE_LIGHTDIRECTION)
1908                         {
1909                                 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]);
1910                                 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]);
1911                                 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]);
1912                                 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]);
1913                                 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]);
1914                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1915                                 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]);
1916                         }
1917                         else
1918                         {
1919                                 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]);
1920                                 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]);
1921                                 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]);
1922                                 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]);
1923                                 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]);
1924                         }
1925                         // additive passes are only darkened by fog, not tinted
1926                         if (r_glsl_permutation->loc_FogColor >= 0)
1927                         {
1928                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1929                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1930                                 else
1931                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1932                         }
1933                         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);
1934                         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]);
1935                         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]);
1936                         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);
1937                         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);
1938                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1939                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1940                         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);
1941                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1942                 }
1943                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1944                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1945                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1946                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1947                 {
1948                         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]);
1949                         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]);
1950                 }
1951                 else
1952                 {
1953                         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]);
1954                         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]);
1955                 }
1956
1957                 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]);
1958                 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));
1959                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1960                 if (r_glsl_permutation->loc_Color_Pants >= 0)
1961                 {
1962                         if (t->pantstexture)
1963                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1964                         else
1965                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1966                 }
1967                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1968                 {
1969                         if (t->shirttexture)
1970                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1971                         else
1972                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1973                 }
1974                 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]);
1975                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1976                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1977                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1978                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1979                                 r_glsl_offsetmapping_scale.value*t->offsetscale,
1980                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1981                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1982                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1983                         );
1984                 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);
1985                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1986                 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]);
1987                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1988                 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);}
1989                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1990
1991                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
1992                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
1993                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
1994                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , t->nmaptexture                       );
1995                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , t->basetexture                       );
1996                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , t->glosstexture                      );
1997                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , t->glowtexture                       );
1998                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , t->backgroundnmaptexture             );
1999                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , t->backgroundbasetexture             );
2000                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , t->backgroundglosstexture            );
2001                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , t->backgroundglowtexture             );
2002                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , t->pantstexture                      );
2003                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , t->shirttexture                      );
2004                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , t->reflectmasktexture                );
2005                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2006                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2007                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2008                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2009                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2010                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2011                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2012                 {
2013                         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);
2014                         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);
2015                         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);
2016                 }
2017                 else
2018                 {
2019                         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);
2020                 }
2021                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2022                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2023                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2024                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2025                 {
2026                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2027                         if (rsurface.rtlight)
2028                         {
2029                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2030                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2031                         }
2032                 }
2033                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2034                 CHECKGLERROR
2035                 break;
2036         }
2037 }
2038
2039 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2040 {
2041         // select a permutation of the lighting shader appropriate to this
2042         // combination of texture, entity, light source, and fogging, only use the
2043         // minimum features necessary to avoid wasting rendering time in the
2044         // fragment shader on features that are not being used
2045         dpuint64 permutation = 0;
2046         unsigned int mode = 0;
2047         const float *lightcolorbase = rtlight->currentcolor;
2048         float ambientscale = rtlight->ambientscale;
2049         float diffusescale = rtlight->diffusescale;
2050         float specularscale = rtlight->specularscale;
2051         // this is the location of the light in view space
2052         vec3_t viewlightorigin;
2053         // this transforms from view space (camera) to light space (cubemap)
2054         matrix4x4_t viewtolight;
2055         matrix4x4_t lighttoview;
2056         float viewtolight16f[16];
2057         // light source
2058         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2059         if (rtlight->currentcubemap != r_texture_whitecube)
2060                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2061         if (diffusescale > 0)
2062                 permutation |= SHADERPERMUTATION_DIFFUSE;
2063         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2064                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2065         if (r_shadow_usingshadowmap2d)
2066         {
2067                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2068                 if (r_shadow_shadowmapvsdct)
2069                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2070
2071                 if (r_shadow_shadowmap2ddepthbuffer)
2072                         permutation |= SHADERPERMUTATION_DEPTHRGB;
2073         }
2074         if (vid.allowalphatocoverage)
2075                 GL_AlphaToCoverage(false);
2076         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2077         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2078         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2079         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2080         switch(vid.renderpath)
2081         {
2082         case RENDERPATH_GL32:
2083         case RENDERPATH_GLES2:
2084                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2085                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2086                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2087                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2088                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2089                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2090                 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]);
2091                 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]);
2092                 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);
2093                 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]);
2094                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
2095
2096                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2097                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2098                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2099                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
2100                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2101                 break;
2102         }
2103 }
2104
2105 #define SKINFRAME_HASH 1024
2106
2107 typedef struct
2108 {
2109         unsigned int loadsequence; // incremented each level change
2110         memexpandablearray_t array;
2111         skinframe_t *hash[SKINFRAME_HASH];
2112 }
2113 r_skinframe_t;
2114 r_skinframe_t r_skinframe;
2115
2116 void R_SkinFrame_PrepareForPurge(void)
2117 {
2118         r_skinframe.loadsequence++;
2119         // wrap it without hitting zero
2120         if (r_skinframe.loadsequence >= 200)
2121                 r_skinframe.loadsequence = 1;
2122 }
2123
2124 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2125 {
2126         if (!skinframe)
2127                 return;
2128         // mark the skinframe as used for the purging code
2129         skinframe->loadsequence = r_skinframe.loadsequence;
2130 }
2131
2132 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2133 {
2134         if (s == NULL)
2135                 return;
2136         if (s->merged == s->base)
2137                 s->merged = NULL;
2138         R_PurgeTexture(s->stain); s->stain = NULL;
2139         R_PurgeTexture(s->merged); s->merged = NULL;
2140         R_PurgeTexture(s->base); s->base = NULL;
2141         R_PurgeTexture(s->pants); s->pants = NULL;
2142         R_PurgeTexture(s->shirt); s->shirt = NULL;
2143         R_PurgeTexture(s->nmap); s->nmap = NULL;
2144         R_PurgeTexture(s->gloss); s->gloss = NULL;
2145         R_PurgeTexture(s->glow); s->glow = NULL;
2146         R_PurgeTexture(s->fog); s->fog = NULL;
2147         R_PurgeTexture(s->reflect); s->reflect = NULL;
2148         s->loadsequence = 0;
2149 }
2150
2151 void R_SkinFrame_Purge(void)
2152 {
2153         int i;
2154         skinframe_t *s;
2155         for (i = 0;i < SKINFRAME_HASH;i++)
2156         {
2157                 for (s = r_skinframe.hash[i];s;s = s->next)
2158                 {
2159                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2160                                 R_SkinFrame_PurgeSkinFrame(s);
2161                 }
2162         }
2163 }
2164
2165 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2166         skinframe_t *item;
2167         char basename[MAX_QPATH];
2168
2169         Image_StripImageExtension(name, basename, sizeof(basename));
2170
2171         if( last == NULL ) {
2172                 int hashindex;
2173                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2174                 item = r_skinframe.hash[hashindex];
2175         } else {
2176                 item = last->next;
2177         }
2178
2179         // linearly search through the hash bucket
2180         for( ; item ; item = item->next ) {
2181                 if( !strcmp( item->basename, basename ) ) {
2182                         return item;
2183                 }
2184         }
2185         return NULL;
2186 }
2187
2188 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2189 {
2190         skinframe_t *item;
2191         int compareflags = textureflags & TEXF_IMPORTANTBITS;
2192         int hashindex;
2193         char basename[MAX_QPATH];
2194
2195         Image_StripImageExtension(name, basename, sizeof(basename));
2196
2197         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2198         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2199                 if (!strcmp(item->basename, basename) &&
2200                         item->textureflags == compareflags &&
2201                         item->comparewidth == comparewidth &&
2202                         item->compareheight == compareheight &&
2203                         item->comparecrc == comparecrc)
2204                         break;
2205
2206         if (!item)
2207         {
2208                 if (!add)
2209                         return NULL;
2210                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2211                 memset(item, 0, sizeof(*item));
2212                 strlcpy(item->basename, basename, sizeof(item->basename));
2213                 item->textureflags = compareflags;
2214                 item->comparewidth = comparewidth;
2215                 item->compareheight = compareheight;
2216                 item->comparecrc = comparecrc;
2217                 item->next = r_skinframe.hash[hashindex];
2218                 r_skinframe.hash[hashindex] = item;
2219         }
2220         else if (textureflags & TEXF_FORCE_RELOAD)
2221                 R_SkinFrame_PurgeSkinFrame(item);
2222
2223         R_SkinFrame_MarkUsed(item);
2224         return item;
2225 }
2226
2227 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2228         { \
2229                 unsigned long long avgcolor[5], wsum; \
2230                 int pix, comp, w; \
2231                 avgcolor[0] = 0; \
2232                 avgcolor[1] = 0; \
2233                 avgcolor[2] = 0; \
2234                 avgcolor[3] = 0; \
2235                 avgcolor[4] = 0; \
2236                 wsum = 0; \
2237                 for(pix = 0; pix < cnt; ++pix) \
2238                 { \
2239                         w = 0; \
2240                         for(comp = 0; comp < 3; ++comp) \
2241                                 w += getpixel; \
2242                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2243                         { \
2244                                 ++wsum; \
2245                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2246                                 w = getpixel; \
2247                                 for(comp = 0; comp < 3; ++comp) \
2248                                         avgcolor[comp] += getpixel * w; \
2249                                 avgcolor[3] += w; \
2250                         } \
2251                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2252                         avgcolor[4] += getpixel; \
2253                 } \
2254                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2255                         avgcolor[3] = 1; \
2256                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2257                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2258                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2259                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2260         }
2261
2262 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2263 {
2264         skinframe_t *skinframe;
2265
2266         if (cls.state == ca_dedicated)
2267                 return NULL;
2268
2269         // return an existing skinframe if already loaded
2270         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2271         if (skinframe && skinframe->base)
2272                 return skinframe;
2273
2274         // if the skinframe doesn't exist this will create it
2275         return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2276 }
2277
2278 extern cvar_t gl_picmip;
2279 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2280 {
2281         int j;
2282         unsigned char *pixels;
2283         unsigned char *bumppixels;
2284         unsigned char *basepixels = NULL;
2285         int basepixels_width = 0;
2286         int basepixels_height = 0;
2287         rtexture_t *ddsbase = NULL;
2288         qboolean ddshasalpha = false;
2289         float ddsavgcolor[4];
2290         char basename[MAX_QPATH];
2291         int miplevel = R_PicmipForFlags(textureflags);
2292         int savemiplevel = miplevel;
2293         int mymiplevel;
2294         char vabuf[1024];
2295
2296         if (cls.state == ca_dedicated)
2297                 return NULL;
2298
2299         Image_StripImageExtension(name, basename, sizeof(basename));
2300
2301         // check for DDS texture file first
2302         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2303         {
2304                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2305                 if (basepixels == NULL && fallbacknotexture)
2306                         basepixels = Image_GenerateNoTexture();
2307                 if (basepixels == NULL)
2308                         return NULL;
2309         }
2310
2311         // FIXME handle miplevel
2312
2313         if (developer_loading.integer)
2314                 Con_Printf("loading skin \"%s\"\n", name);
2315
2316         // we've got some pixels to store, so really allocate this new texture now
2317         if (!skinframe)
2318                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2319         textureflags &= ~TEXF_FORCE_RELOAD;
2320         skinframe->stain = NULL;
2321         skinframe->merged = NULL;
2322         skinframe->base = NULL;
2323         skinframe->pants = NULL;
2324         skinframe->shirt = NULL;
2325         skinframe->nmap = NULL;
2326         skinframe->gloss = NULL;
2327         skinframe->glow = NULL;
2328         skinframe->fog = NULL;
2329         skinframe->reflect = NULL;
2330         skinframe->hasalpha = false;
2331         // we could store the q2animname here too
2332
2333         if (ddsbase)
2334         {
2335                 skinframe->base = ddsbase;
2336                 skinframe->hasalpha = ddshasalpha;
2337                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2338                 if (r_loadfog && skinframe->hasalpha)
2339                         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);
2340                 //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]);
2341         }
2342         else
2343         {
2344                 basepixels_width = image_width;
2345                 basepixels_height = image_height;
2346                 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);
2347                 if (textureflags & TEXF_ALPHA)
2348                 {
2349                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2350                         {
2351                                 if (basepixels[j] < 255)
2352                                 {
2353                                         skinframe->hasalpha = true;
2354                                         break;
2355                                 }
2356                         }
2357                         if (r_loadfog && skinframe->hasalpha)
2358                         {
2359                                 // has transparent pixels
2360                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2361                                 for (j = 0;j < image_width * image_height * 4;j += 4)
2362                                 {
2363                                         pixels[j+0] = 255;
2364                                         pixels[j+1] = 255;
2365                                         pixels[j+2] = 255;
2366                                         pixels[j+3] = basepixels[j+3];
2367                                 }
2368                                 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);
2369                                 Mem_Free(pixels);
2370                         }
2371                 }
2372                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2373 #ifndef USE_GLES2
2374                 //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]);
2375                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2376                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2377                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2378                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2379 #endif
2380         }
2381
2382         if (r_loaddds)
2383         {
2384                 mymiplevel = savemiplevel;
2385                 if (r_loadnormalmap)
2386                         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);
2387                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2388                 if (r_loadgloss)
2389                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2390                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2391                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2392                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2393         }
2394
2395         // _norm is the name used by tenebrae and has been adopted as standard
2396         if (r_loadnormalmap && skinframe->nmap == NULL)
2397         {
2398                 mymiplevel = savemiplevel;
2399                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2400                 {
2401                         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);
2402                         Mem_Free(pixels);
2403                         pixels = NULL;
2404                 }
2405                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2406                 {
2407                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2408                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2409                         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);
2410                         Mem_Free(pixels);
2411                         Mem_Free(bumppixels);
2412                 }
2413                 else if (r_shadow_bumpscale_basetexture.value > 0)
2414                 {
2415                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2416                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2417                         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);
2418                         Mem_Free(pixels);
2419                 }
2420 #ifndef USE_GLES2
2421                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2422                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2423 #endif
2424         }
2425
2426         // _luma is supported only for tenebrae compatibility
2427         // _glow is the preferred name
2428         mymiplevel = savemiplevel;
2429         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))))
2430         {
2431                 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);
2432 #ifndef USE_GLES2
2433                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2434                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2435 #endif
2436                 Mem_Free(pixels);pixels = NULL;
2437         }
2438
2439         mymiplevel = savemiplevel;
2440         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2441         {
2442                 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);
2443 #ifndef USE_GLES2
2444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2445                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2446 #endif
2447                 Mem_Free(pixels);
2448                 pixels = NULL;
2449         }
2450
2451         mymiplevel = savemiplevel;
2452         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2453         {
2454                 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);
2455 #ifndef USE_GLES2
2456                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2457                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2458 #endif
2459                 Mem_Free(pixels);
2460                 pixels = NULL;
2461         }
2462
2463         mymiplevel = savemiplevel;
2464         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2465         {
2466                 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);
2467 #ifndef USE_GLES2
2468                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2469                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2470 #endif
2471                 Mem_Free(pixels);
2472                 pixels = NULL;
2473         }
2474
2475         mymiplevel = savemiplevel;
2476         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2477         {
2478                 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);
2479 #ifndef USE_GLES2
2480                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2481                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2482 #endif
2483                 Mem_Free(pixels);
2484                 pixels = NULL;
2485         }
2486
2487         if (basepixels)
2488                 Mem_Free(basepixels);
2489
2490         return skinframe;
2491 }
2492
2493 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)
2494 {
2495         int i;
2496         skinframe_t *skinframe;
2497         char vabuf[1024];
2498
2499         if (cls.state == ca_dedicated)
2500                 return NULL;
2501
2502         // if already loaded just return it, otherwise make a new skinframe
2503         skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2504         if (skinframe->base)
2505                 return skinframe;
2506         textureflags &= ~TEXF_FORCE_RELOAD;
2507
2508         skinframe->stain = NULL;
2509         skinframe->merged = NULL;
2510         skinframe->base = NULL;
2511         skinframe->pants = NULL;
2512         skinframe->shirt = NULL;
2513         skinframe->nmap = NULL;
2514         skinframe->gloss = NULL;
2515         skinframe->glow = NULL;
2516         skinframe->fog = NULL;
2517         skinframe->reflect = NULL;
2518         skinframe->hasalpha = false;
2519
2520         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2521         if (!skindata)
2522                 return NULL;
2523
2524         if (developer_loading.integer)
2525                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2526
2527         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2528         {
2529                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2530                 unsigned char *b = a + width * height * 4;
2531                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2532                 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);
2533                 Mem_Free(a);
2534         }
2535         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2536         if (textureflags & TEXF_ALPHA)
2537         {
2538                 for (i = 3;i < width * height * 4;i += 4)
2539                 {
2540                         if (skindata[i] < 255)
2541                         {
2542                                 skinframe->hasalpha = true;
2543                                 break;
2544                         }
2545                 }
2546                 if (r_loadfog && skinframe->hasalpha)
2547                 {
2548                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2549                         memcpy(fogpixels, skindata, width * height * 4);
2550                         for (i = 0;i < width * height * 4;i += 4)
2551                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2552                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2553                         Mem_Free(fogpixels);
2554                 }
2555         }
2556
2557         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2558         //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]);
2559
2560         return skinframe;
2561 }
2562
2563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2564 {
2565         int i;
2566         int featuresmask;
2567         skinframe_t *skinframe;
2568
2569         if (cls.state == ca_dedicated)
2570                 return NULL;
2571
2572         // if already loaded just return it, otherwise make a new skinframe
2573         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2574         if (skinframe->base)
2575                 return skinframe;
2576         //textureflags &= ~TEXF_FORCE_RELOAD;
2577
2578         skinframe->stain = NULL;
2579         skinframe->merged = NULL;
2580         skinframe->base = NULL;
2581         skinframe->pants = NULL;
2582         skinframe->shirt = NULL;
2583         skinframe->nmap = NULL;
2584         skinframe->gloss = NULL;
2585         skinframe->glow = NULL;
2586         skinframe->fog = NULL;
2587         skinframe->reflect = NULL;
2588         skinframe->hasalpha = false;
2589
2590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2591         if (!skindata)
2592                 return NULL;
2593
2594         if (developer_loading.integer)
2595                 Con_Printf("loading quake skin \"%s\"\n", name);
2596
2597         // 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)
2598         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2599         memcpy(skinframe->qpixels, skindata, width*height);
2600         skinframe->qwidth = width;
2601         skinframe->qheight = height;
2602
2603         featuresmask = 0;
2604         for (i = 0;i < width * height;i++)
2605                 featuresmask |= palette_featureflags[skindata[i]];
2606
2607         skinframe->hasalpha = false;
2608         // fence textures
2609         if (name[0] == '{')
2610                 skinframe->hasalpha = true;
2611         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2612         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2613         skinframe->qgeneratemerged = true;
2614         skinframe->qgeneratebase = skinframe->qhascolormapping;
2615         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2616
2617         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2618         //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]);
2619
2620         return skinframe;
2621 }
2622
2623 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2624 {
2625         int width;
2626         int height;
2627         unsigned char *skindata;
2628         char vabuf[1024];
2629
2630         if (!skinframe->qpixels)
2631                 return;
2632
2633         if (!skinframe->qhascolormapping)
2634                 colormapped = false;
2635
2636         if (colormapped)
2637         {
2638                 if (!skinframe->qgeneratebase)
2639                         return;
2640         }
2641         else
2642         {
2643                 if (!skinframe->qgeneratemerged)
2644                         return;
2645         }
2646
2647         width = skinframe->qwidth;
2648         height = skinframe->qheight;
2649         skindata = skinframe->qpixels;
2650
2651         if (skinframe->qgeneratenmap)
2652         {
2653                 unsigned char *a, *b;
2654                 skinframe->qgeneratenmap = false;
2655                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2656                 b = a + width * height * 4;
2657                 // use either a custom palette or the quake palette
2658                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2659                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2660                 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);
2661                 Mem_Free(a);
2662         }
2663
2664         if (skinframe->qgenerateglow)
2665         {
2666                 skinframe->qgenerateglow = false;
2667                 if (skinframe->hasalpha) // fence textures
2668                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2669                 else
2670                         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
2671         }
2672
2673         if (colormapped)
2674         {
2675                 skinframe->qgeneratebase = false;
2676                 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);
2677                 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);
2678                 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);
2679         }
2680         else
2681         {
2682                 skinframe->qgeneratemerged = false;
2683                 if (skinframe->hasalpha) // fence textures
2684                         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);
2685                 else
2686                         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);
2687         }
2688
2689         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2690         {
2691                 Mem_Free(skinframe->qpixels);
2692                 skinframe->qpixels = NULL;
2693         }
2694 }
2695
2696 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)
2697 {
2698         int i;
2699         skinframe_t *skinframe;
2700         char vabuf[1024];
2701
2702         if (cls.state == ca_dedicated)
2703                 return NULL;
2704
2705         // if already loaded just return it, otherwise make a new skinframe
2706         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2707         if (skinframe->base)
2708                 return skinframe;
2709         textureflags &= ~TEXF_FORCE_RELOAD;
2710
2711         skinframe->stain = NULL;
2712         skinframe->merged = NULL;
2713         skinframe->base = NULL;
2714         skinframe->pants = NULL;
2715         skinframe->shirt = NULL;
2716         skinframe->nmap = NULL;
2717         skinframe->gloss = NULL;
2718         skinframe->glow = NULL;
2719         skinframe->fog = NULL;
2720         skinframe->reflect = NULL;
2721         skinframe->hasalpha = false;
2722
2723         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2724         if (!skindata)
2725                 return NULL;
2726
2727         if (developer_loading.integer)
2728                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2729
2730         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2731         if ((textureflags & TEXF_ALPHA) && alphapalette)
2732         {
2733                 for (i = 0;i < width * height;i++)
2734                 {
2735                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2736                         {
2737                                 skinframe->hasalpha = true;
2738                                 break;
2739                         }
2740                 }
2741                 if (r_loadfog && skinframe->hasalpha)
2742                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2743         }
2744
2745         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2746         //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]);
2747
2748         return skinframe;
2749 }
2750
2751 skinframe_t *R_SkinFrame_LoadMissing(void)
2752 {
2753         skinframe_t *skinframe;
2754
2755         if (cls.state == ca_dedicated)
2756                 return NULL;
2757
2758         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2759         skinframe->stain = NULL;
2760         skinframe->merged = NULL;
2761         skinframe->base = NULL;
2762         skinframe->pants = NULL;
2763         skinframe->shirt = NULL;
2764         skinframe->nmap = NULL;
2765         skinframe->gloss = NULL;
2766         skinframe->glow = NULL;
2767         skinframe->fog = NULL;
2768         skinframe->reflect = NULL;
2769         skinframe->hasalpha = false;
2770
2771         skinframe->avgcolor[0] = rand() / RAND_MAX;
2772         skinframe->avgcolor[1] = rand() / RAND_MAX;
2773         skinframe->avgcolor[2] = rand() / RAND_MAX;
2774         skinframe->avgcolor[3] = 1;
2775
2776         return skinframe;
2777 }
2778
2779 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2780 {
2781         int x, y;
2782         static unsigned char pix[16][16][4];
2783
2784         if (cls.state == ca_dedicated)
2785                 return NULL;
2786
2787         // this makes a light grey/dark grey checkerboard texture
2788         if (!pix[0][0][3])
2789         {
2790                 for (y = 0; y < 16; y++)
2791                 {
2792                         for (x = 0; x < 16; x++)
2793                         {
2794                                 if ((y < 8) ^ (x < 8))
2795                                 {
2796                                         pix[y][x][0] = 128;
2797                                         pix[y][x][1] = 128;
2798                                         pix[y][x][2] = 128;
2799                                         pix[y][x][3] = 255;
2800                                 }
2801                                 else
2802                                 {
2803                                         pix[y][x][0] = 64;
2804                                         pix[y][x][1] = 64;
2805                                         pix[y][x][2] = 64;
2806                                         pix[y][x][3] = 255;
2807                                 }
2808                         }
2809                 }
2810         }
2811
2812         return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2813 }
2814
2815 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2816 {
2817         skinframe_t *skinframe;
2818         if (cls.state == ca_dedicated)
2819                 return NULL;
2820         // if already loaded just return it, otherwise make a new skinframe
2821         skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2822         if (skinframe->base)
2823                 return skinframe;
2824         textureflags &= ~TEXF_FORCE_RELOAD;
2825         skinframe->stain = NULL;
2826         skinframe->merged = NULL;
2827         skinframe->base = NULL;
2828         skinframe->pants = NULL;
2829         skinframe->shirt = NULL;
2830         skinframe->nmap = NULL;
2831         skinframe->gloss = NULL;
2832         skinframe->glow = NULL;
2833         skinframe->fog = NULL;
2834         skinframe->reflect = NULL;
2835         skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2836         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2837         if (!tex)
2838                 return NULL;
2839         if (developer_loading.integer)
2840                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2841         skinframe->base = skinframe->merged = tex;
2842         Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2843         return skinframe;
2844 }
2845
2846 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2847 typedef struct suffixinfo_s
2848 {
2849         const char *suffix;
2850         qboolean flipx, flipy, flipdiagonal;
2851 }
2852 suffixinfo_t;
2853 static suffixinfo_t suffix[3][6] =
2854 {
2855         {
2856                 {"px",   false, false, false},
2857                 {"nx",   false, false, false},
2858                 {"py",   false, false, false},
2859                 {"ny",   false, false, false},
2860                 {"pz",   false, false, false},
2861                 {"nz",   false, false, false}
2862         },
2863         {
2864                 {"posx", false, false, false},
2865                 {"negx", false, false, false},
2866                 {"posy", false, false, false},
2867                 {"negy", false, false, false},
2868                 {"posz", false, false, false},
2869                 {"negz", false, false, false}
2870         },
2871         {
2872                 {"rt",    true, false,  true},
2873                 {"lf",   false,  true,  true},
2874                 {"ft",    true,  true, false},
2875                 {"bk",   false, false, false},
2876                 {"up",    true, false,  true},
2877                 {"dn",    true, false,  true}
2878         }
2879 };
2880
2881 static int componentorder[4] = {0, 1, 2, 3};
2882
2883 static rtexture_t *R_LoadCubemap(const char *basename)
2884 {
2885         int i, j, cubemapsize;
2886         unsigned char *cubemappixels, *image_buffer;
2887         rtexture_t *cubemaptexture;
2888         char name[256];
2889         // must start 0 so the first loadimagepixels has no requested width/height
2890         cubemapsize = 0;
2891         cubemappixels = NULL;
2892         cubemaptexture = NULL;
2893         // keep trying different suffix groups (posx, px, rt) until one loads
2894         for (j = 0;j < 3 && !cubemappixels;j++)
2895         {
2896                 // load the 6 images in the suffix group
2897                 for (i = 0;i < 6;i++)
2898                 {
2899                         // generate an image name based on the base and and suffix
2900                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2901                         // load it
2902                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2903                         {
2904                                 // an image loaded, make sure width and height are equal
2905                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2906                                 {
2907                                         // if this is the first image to load successfully, allocate the cubemap memory
2908                                         if (!cubemappixels && image_width >= 1)
2909                                         {
2910                                                 cubemapsize = image_width;
2911                                                 // note this clears to black, so unavailable sides are black
2912                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2913                                         }
2914                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2915                                         if (cubemappixels)
2916                                                 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);
2917                                 }
2918                                 else
2919                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2920                                 // free the image
2921                                 Mem_Free(image_buffer);
2922                         }
2923                 }
2924         }
2925         // if a cubemap loaded, upload it
2926         if (cubemappixels)
2927         {
2928                 if (developer_loading.integer)
2929                         Con_Printf("loading cubemap \"%s\"\n", basename);
2930
2931                 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);
2932                 Mem_Free(cubemappixels);
2933         }
2934         else
2935         {
2936                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2937                 if (developer_loading.integer)
2938                 {
2939                         Con_Printf("(tried tried images ");
2940                         for (j = 0;j < 3;j++)
2941                                 for (i = 0;i < 6;i++)
2942                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2943                         Con_Print(" and was unable to find any of them).\n");
2944                 }
2945         }
2946         return cubemaptexture;
2947 }
2948
2949 rtexture_t *R_GetCubemap(const char *basename)
2950 {
2951         int i;
2952         for (i = 0;i < r_texture_numcubemaps;i++)
2953                 if (r_texture_cubemaps[i] != NULL)
2954                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2955                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2956         if (i >= MAX_CUBEMAPS || !r_main_mempool)
2957                 return r_texture_whitecube;
2958         r_texture_numcubemaps++;
2959         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2960         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2961         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2962         return r_texture_cubemaps[i]->texture;
2963 }
2964
2965 static void R_Main_FreeViewCache(void)
2966 {
2967         if (r_refdef.viewcache.entityvisible)
2968                 Mem_Free(r_refdef.viewcache.entityvisible);
2969         if (r_refdef.viewcache.world_pvsbits)
2970                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2971         if (r_refdef.viewcache.world_leafvisible)
2972                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2973         if (r_refdef.viewcache.world_surfacevisible)
2974                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2975         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2976 }
2977
2978 static void R_Main_ResizeViewCache(void)
2979 {
2980         int numentities = r_refdef.scene.numentities;
2981         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2982         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2983         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2984         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2985         if (r_refdef.viewcache.maxentities < numentities)
2986         {
2987                 r_refdef.viewcache.maxentities = numentities;
2988                 if (r_refdef.viewcache.entityvisible)
2989                         Mem_Free(r_refdef.viewcache.entityvisible);
2990                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2991         }
2992         if (r_refdef.viewcache.world_numclusters != numclusters)
2993         {
2994                 r_refdef.viewcache.world_numclusters = numclusters;
2995                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2996                 if (r_refdef.viewcache.world_pvsbits)
2997                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2998                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2999         }
3000         if (r_refdef.viewcache.world_numleafs != numleafs)
3001         {
3002                 r_refdef.viewcache.world_numleafs = numleafs;
3003                 if (r_refdef.viewcache.world_leafvisible)
3004                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3005                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3006         }
3007         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3008         {
3009                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3010                 if (r_refdef.viewcache.world_surfacevisible)
3011                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3012                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3013         }
3014 }
3015
3016 extern rtexture_t *loadingscreentexture;
3017 static void gl_main_start(void)
3018 {
3019         loadingscreentexture = NULL;
3020         r_texture_blanknormalmap = NULL;
3021         r_texture_white = NULL;
3022         r_texture_grey128 = NULL;
3023         r_texture_black = NULL;
3024         r_texture_whitecube = NULL;
3025         r_texture_normalizationcube = NULL;
3026         r_texture_fogattenuation = NULL;
3027         r_texture_fogheighttexture = NULL;
3028         r_texture_gammaramps = NULL;
3029         r_texture_numcubemaps = 0;
3030         r_uniformbufferalignment = 32;
3031
3032         r_loaddds = r_texture_dds_load.integer != 0;
3033         r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3034
3035         switch(vid.renderpath)
3036         {
3037         case RENDERPATH_GL32:
3038         case RENDERPATH_GLES2:
3039                 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3040                 Cvar_SetValueQuick(&gl_combine, 1);
3041                 Cvar_SetValueQuick(&r_glsl, 1);
3042                 r_loadnormalmap = true;
3043                 r_loadgloss = true;
3044                 r_loadfog = false;
3045 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3046                 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3047 #endif
3048                 break;
3049         }
3050
3051         R_AnimCache_Free();
3052         R_FrameData_Reset();
3053         R_BufferData_Reset();
3054
3055         r_numqueries = 0;
3056         r_maxqueries = 0;
3057         memset(r_queries, 0, sizeof(r_queries));
3058
3059         r_qwskincache = NULL;
3060         r_qwskincache_size = 0;
3061
3062         // due to caching of texture_t references, the collision cache must be reset
3063         Collision_Cache_Reset(true);
3064
3065         // set up r_skinframe loading system for textures
3066         memset(&r_skinframe, 0, sizeof(r_skinframe));
3067         r_skinframe.loadsequence = 1;
3068         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3069
3070         r_main_texturepool = R_AllocTexturePool();
3071         R_BuildBlankTextures();
3072         R_BuildNoTexture();
3073         R_BuildWhiteCube();
3074         R_BuildNormalizationCube();
3075         r_texture_fogattenuation = NULL;
3076         r_texture_fogheighttexture = NULL;
3077         r_texture_gammaramps = NULL;
3078         //r_texture_fogintensity = NULL;
3079         memset(&r_fb, 0, sizeof(r_fb));
3080         Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3081         r_glsl_permutation = NULL;
3082         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3083         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3084         memset(&r_svbsp, 0, sizeof (r_svbsp));
3085
3086         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3087         r_texture_numcubemaps = 0;
3088
3089         r_refdef.fogmasktable_density = 0;
3090
3091 #ifdef __ANDROID__
3092         // For Steelstorm Android
3093         // FIXME CACHE the program and reload
3094         // FIXME see possible combinations for SS:BR android
3095         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3096         R_SetupShader_SetPermutationGLSL(0, 12);
3097         R_SetupShader_SetPermutationGLSL(0, 13);
3098         R_SetupShader_SetPermutationGLSL(0, 8388621);
3099         R_SetupShader_SetPermutationGLSL(3, 0);
3100         R_SetupShader_SetPermutationGLSL(3, 2048);
3101         R_SetupShader_SetPermutationGLSL(5, 0);
3102         R_SetupShader_SetPermutationGLSL(5, 2);
3103         R_SetupShader_SetPermutationGLSL(5, 2048);
3104         R_SetupShader_SetPermutationGLSL(5, 8388608);
3105         R_SetupShader_SetPermutationGLSL(11, 1);
3106         R_SetupShader_SetPermutationGLSL(11, 2049);
3107         R_SetupShader_SetPermutationGLSL(11, 8193);
3108         R_SetupShader_SetPermutationGLSL(11, 10241);
3109         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3110 #endif
3111 }
3112
3113 static void gl_main_shutdown(void)
3114 {
3115         R_RenderTarget_FreeUnused(true);
3116         Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3117         R_AnimCache_Free();
3118         R_FrameData_Reset();
3119         R_BufferData_Reset();
3120
3121         R_Main_FreeViewCache();
3122
3123         switch(vid.renderpath)
3124         {
3125         case RENDERPATH_GL32:
3126         case RENDERPATH_GLES2:
3127 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3128                 if (r_maxqueries)
3129                         qglDeleteQueriesARB(r_maxqueries, r_queries);
3130 #endif
3131                 break;
3132         }
3133
3134         r_numqueries = 0;
3135         r_maxqueries = 0;
3136         memset(r_queries, 0, sizeof(r_queries));
3137
3138         r_qwskincache = NULL;
3139         r_qwskincache_size = 0;
3140
3141         // clear out the r_skinframe state
3142         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3143         memset(&r_skinframe, 0, sizeof(r_skinframe));
3144
3145         if (r_svbsp.nodes)
3146                 Mem_Free(r_svbsp.nodes);
3147         memset(&r_svbsp, 0, sizeof (r_svbsp));
3148         R_FreeTexturePool(&r_main_texturepool);
3149         loadingscreentexture = NULL;
3150         r_texture_blanknormalmap = NULL;
3151         r_texture_white = NULL;
3152         r_texture_grey128 = NULL;
3153         r_texture_black = NULL;
3154         r_texture_whitecube = NULL;
3155         r_texture_normalizationcube = NULL;
3156         r_texture_fogattenuation = NULL;
3157         r_texture_fogheighttexture = NULL;
3158         r_texture_gammaramps = NULL;
3159         r_texture_numcubemaps = 0;
3160         //r_texture_fogintensity = NULL;
3161         memset(&r_fb, 0, sizeof(r_fb));
3162         R_GLSL_Restart_f();
3163
3164         r_glsl_permutation = NULL;
3165         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3166         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3167 }
3168
3169 static void gl_main_newmap(void)
3170 {
3171         // FIXME: move this code to client
3172         char *entities, entname[MAX_QPATH];
3173         if (r_qwskincache)
3174                 Mem_Free(r_qwskincache);
3175         r_qwskincache = NULL;
3176         r_qwskincache_size = 0;
3177         if (cl.worldmodel)
3178         {
3179                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3180                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3181                 {
3182                         CL_ParseEntityLump(entities);
3183                         Mem_Free(entities);
3184                         return;
3185                 }
3186                 if (cl.worldmodel->brush.entities)
3187                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3188         }
3189         R_Main_FreeViewCache();
3190
3191         R_FrameData_Reset();
3192         R_BufferData_Reset();
3193 }
3194
3195 void GL_Main_Init(void)
3196 {
3197         int i;
3198         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3199         R_InitShaderModeInfo();
3200
3201         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3202         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3203         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3204         if (gamemode == GAME_NEHAHRA)
3205         {
3206                 Cvar_RegisterVariable (&gl_fogenable);
3207                 Cvar_RegisterVariable (&gl_fogdensity);
3208                 Cvar_RegisterVariable (&gl_fogred);
3209                 Cvar_RegisterVariable (&gl_foggreen);
3210                 Cvar_RegisterVariable (&gl_fogblue);
3211                 Cvar_RegisterVariable (&gl_fogstart);
3212                 Cvar_RegisterVariable (&gl_fogend);
3213                 Cvar_RegisterVariable (&gl_skyclip);
3214         }
3215         Cvar_RegisterVariable(&r_motionblur);
3216         Cvar_RegisterVariable(&r_damageblur);
3217         Cvar_RegisterVariable(&r_motionblur_averaging);
3218         Cvar_RegisterVariable(&r_motionblur_randomize);
3219         Cvar_RegisterVariable(&r_motionblur_minblur);
3220         Cvar_RegisterVariable(&r_motionblur_maxblur);
3221         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3222         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3223         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3224         Cvar_RegisterVariable(&r_motionblur_mousefactor);
3225         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3226         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3227         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3228         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3229         Cvar_RegisterVariable(&r_equalize_entities_by);
3230         Cvar_RegisterVariable(&r_equalize_entities_to);
3231         Cvar_RegisterVariable(&r_depthfirst);
3232         Cvar_RegisterVariable(&r_useinfinitefarclip);
3233         Cvar_RegisterVariable(&r_farclip_base);
3234         Cvar_RegisterVariable(&r_farclip_world);
3235         Cvar_RegisterVariable(&r_nearclip);
3236         Cvar_RegisterVariable(&r_deformvertexes);
3237         Cvar_RegisterVariable(&r_transparent);
3238         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3239         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3240         Cvar_RegisterVariable(&r_transparent_useplanardistance);
3241         Cvar_RegisterVariable(&r_showoverdraw);
3242         Cvar_RegisterVariable(&r_showbboxes);
3243         Cvar_RegisterVariable(&r_showbboxes_client);
3244         Cvar_RegisterVariable(&r_showsurfaces);
3245         Cvar_RegisterVariable(&r_showtris);
3246         Cvar_RegisterVariable(&r_shownormals);
3247         Cvar_RegisterVariable(&r_showlighting);
3248         Cvar_RegisterVariable(&r_showcollisionbrushes);
3249         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3250         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3251         Cvar_RegisterVariable(&r_showdisabledepthtest);
3252         Cvar_RegisterVariable(&r_showspriteedges);
3253         Cvar_RegisterVariable(&r_showparticleedges);
3254         Cvar_RegisterVariable(&r_drawportals);
3255         Cvar_RegisterVariable(&r_drawentities);
3256         Cvar_RegisterVariable(&r_draw2d);
3257         Cvar_RegisterVariable(&r_drawworld);
3258         Cvar_RegisterVariable(&r_cullentities_trace);
3259         Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3260         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3261         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3262         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3263         Cvar_RegisterVariable(&r_cullentities_trace_expand);
3264         Cvar_RegisterVariable(&r_cullentities_trace_pad);
3265         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3266         Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3267         Cvar_RegisterVariable(&r_sortentities);
3268         Cvar_RegisterVariable(&r_drawviewmodel);
3269         Cvar_RegisterVariable(&r_drawexteriormodel);
3270         Cvar_RegisterVariable(&r_speeds);
3271         Cvar_RegisterVariable(&r_fullbrights);
3272         Cvar_RegisterVariable(&r_wateralpha);
3273         Cvar_RegisterVariable(&r_dynamic);
3274         Cvar_RegisterVariable(&r_fakelight);
3275         Cvar_RegisterVariable(&r_fakelight_intensity);
3276         Cvar_RegisterVariable(&r_fullbright_directed);
3277         Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3278         Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3279         Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3280         Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3281         Cvar_RegisterVariable(&r_fullbright);
3282         Cvar_RegisterVariable(&r_shadows);
3283         Cvar_RegisterVariable(&r_shadows_darken);
3284         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3285         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3286         Cvar_RegisterVariable(&r_shadows_throwdistance);
3287         Cvar_RegisterVariable(&r_shadows_throwdirection);
3288         Cvar_RegisterVariable(&r_shadows_focus);
3289         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3290         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3291         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3292         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3293         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3294         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3295         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3296         Cvar_RegisterVariable(&r_fog_exp2);
3297         Cvar_RegisterVariable(&r_fog_clear);
3298         Cvar_RegisterVariable(&r_drawfog);
3299         Cvar_RegisterVariable(&r_transparentdepthmasking);
3300         Cvar_RegisterVariable(&r_transparent_sortmindist);
3301         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3302         Cvar_RegisterVariable(&r_transparent_sortarraysize);
3303         Cvar_RegisterVariable(&r_texture_dds_load);
3304         Cvar_RegisterVariable(&r_texture_dds_save);
3305         Cvar_RegisterVariable(&r_textureunits);
3306         Cvar_RegisterVariable(&gl_combine);
3307         Cvar_RegisterVariable(&r_usedepthtextures);
3308         Cvar_RegisterVariable(&r_viewfbo);
3309         Cvar_RegisterVariable(&r_rendertarget_debug);
3310         Cvar_RegisterVariable(&r_viewscale);
3311         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3312         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3313         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3314         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3315         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3316         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3317         Cvar_RegisterVariable(&r_glsl);
3318         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3319         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3320         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3321         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3322         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3323         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3324         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3325         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3326         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3327         Cvar_RegisterVariable(&r_glsl_postprocess);
3328         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3329         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3330         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3331         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3332         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3333         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3334         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3335         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3336         Cvar_RegisterVariable(&r_celshading);
3337         Cvar_RegisterVariable(&r_celoutlines);
3338
3339         Cvar_RegisterVariable(&r_water);
3340         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3341         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3342         Cvar_RegisterVariable(&r_water_clippingplanebias);
3343         Cvar_RegisterVariable(&r_water_refractdistort);
3344         Cvar_RegisterVariable(&r_water_reflectdistort);
3345         Cvar_RegisterVariable(&r_water_scissormode);
3346         Cvar_RegisterVariable(&r_water_lowquality);
3347         Cvar_RegisterVariable(&r_water_hideplayer);
3348
3349         Cvar_RegisterVariable(&r_lerpsprites);
3350         Cvar_RegisterVariable(&r_lerpmodels);
3351         Cvar_RegisterVariable(&r_lerplightstyles);
3352         Cvar_RegisterVariable(&r_waterscroll);
3353         Cvar_RegisterVariable(&r_bloom);
3354         Cvar_RegisterVariable(&r_bloom_colorscale);
3355         Cvar_RegisterVariable(&r_bloom_brighten);
3356         Cvar_RegisterVariable(&r_bloom_blur);
3357         Cvar_RegisterVariable(&r_bloom_resolution);
3358         Cvar_RegisterVariable(&r_bloom_colorexponent);
3359         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3360         Cvar_RegisterVariable(&r_bloom_scenebrightness);
3361         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3362         Cvar_RegisterVariable(&r_hdr_glowintensity);
3363         Cvar_RegisterVariable(&r_hdr_irisadaptation);
3364         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3365         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3366         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3367         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3368         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3369         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3370         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3371         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3372         Cvar_RegisterVariable(&developer_texturelogging);
3373         Cvar_RegisterVariable(&gl_lightmaps);
3374         Cvar_RegisterVariable(&r_test);
3375         Cvar_RegisterVariable(&r_batch_multidraw);
3376         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3377         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3378         Cvar_RegisterVariable(&r_glsl_skeletal);
3379         Cvar_RegisterVariable(&r_glsl_saturation);
3380         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3381         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3382         Cvar_RegisterVariable(&r_framedatasize);
3383         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3384                 Cvar_RegisterVariable(&r_buffermegs[i]);
3385         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3386         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3387                 Cvar_SetValue("r_fullbrights", 0);
3388 #ifdef DP_MOBILETOUCH
3389         // GLES devices have terrible depth precision in general, so...
3390         Cvar_SetValueQuick(&r_nearclip, 4);
3391         Cvar_SetValueQuick(&r_farclip_base, 4096);
3392         Cvar_SetValueQuick(&r_farclip_world, 0);
3393         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3394 #endif
3395         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3396 }
3397
3398 void Render_Init(void)
3399 {
3400         gl_backend_init();
3401         R_Textures_Init();
3402         GL_Main_Init();
3403         Font_Init();
3404         GL_Draw_Init();
3405         R_Shadow_Init();
3406         R_Sky_Init();
3407         GL_Surf_Init();
3408         Sbar_Init();
3409         R_Particles_Init();
3410         R_Explosion_Init();
3411         R_LightningBeams_Init();
3412         Mod_RenderInit();
3413 }
3414
3415 /*
3416 ===============
3417 GL_Init
3418 ===============
3419 */
3420 #ifndef USE_GLES2
3421 extern char *ENGINE_EXTENSIONS;
3422 void GL_Init (void)
3423 {
3424         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3425         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3426         gl_version = (const char *)qglGetString(GL_VERSION);
3427         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3428
3429         if (!gl_extensions)
3430                 gl_extensions = "";
3431         if (!gl_platformextensions)
3432                 gl_platformextensions = "";
3433
3434         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3435         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3436         Con_Printf("GL_VERSION: %s\n", gl_version);
3437         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3438         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3439
3440         VID_CheckExtensions();
3441
3442         // LordHavoc: report supported extensions
3443 #ifdef CONFIG_MENU
3444         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3445 #else
3446         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3447 #endif
3448
3449         // clear to black (loading plaque will be seen over this)
3450         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3451 }
3452 #endif
3453
3454 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3455 {
3456         int i;
3457         mplane_t *p;
3458         if (r_trippy.integer)
3459                 return false;
3460         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3461         {
3462                 p = r_refdef.view.frustum + i;
3463                 switch(p->signbits)
3464                 {
3465                 default:
3466                 case 0:
3467                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3468                                 return true;
3469                         break;
3470                 case 1:
3471                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3472                                 return true;
3473                         break;
3474                 case 2:
3475                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3476                                 return true;
3477                         break;
3478                 case 3:
3479                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3480                                 return true;
3481                         break;
3482                 case 4:
3483                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3484                                 return true;
3485                         break;
3486                 case 5:
3487                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3488                                 return true;
3489                         break;
3490                 case 6:
3491                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3492                                 return true;
3493                         break;
3494                 case 7:
3495                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3496                                 return true;
3497                         break;
3498                 }
3499         }
3500         return false;
3501 }
3502
3503 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3504 {
3505         int i;
3506         const mplane_t *p;
3507         if (r_trippy.integer)
3508                 return false;
3509         for (i = 0;i < numplanes;i++)
3510         {
3511                 p = planes + i;
3512                 switch(p->signbits)
3513                 {
3514                 default:
3515                 case 0:
3516                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3517                                 return true;
3518                         break;
3519                 case 1:
3520                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3521                                 return true;
3522                         break;
3523                 case 2:
3524                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3525                                 return true;
3526                         break;
3527                 case 3:
3528                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3529                                 return true;
3530                         break;
3531                 case 4:
3532                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3533                                 return true;
3534                         break;
3535                 case 5:
3536                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3537                                 return true;
3538                         break;
3539                 case 6:
3540                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3541                                 return true;
3542                         break;
3543                 case 7:
3544                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3545                                 return true;
3546                         break;
3547                 }
3548         }
3549         return false;
3550 }
3551
3552 //==================================================================================
3553
3554 // LordHavoc: this stores temporary data used within the same frame
3555
3556 typedef struct r_framedata_mem_s
3557 {
3558         struct r_framedata_mem_s *purge; // older mem block to free on next frame
3559         size_t size; // how much usable space
3560         size_t current; // how much space in use
3561         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3562         size_t wantedsize; // how much space was allocated
3563         unsigned char *data; // start of real data (16byte aligned)
3564 }
3565 r_framedata_mem_t;
3566
3567 static r_framedata_mem_t *r_framedata_mem;
3568
3569 void R_FrameData_Reset(void)
3570 {
3571         while (r_framedata_mem)
3572         {
3573                 r_framedata_mem_t *next = r_framedata_mem->purge;
3574                 Mem_Free(r_framedata_mem);
3575                 r_framedata_mem = next;
3576         }
3577 }
3578
3579 static void R_FrameData_Resize(qboolean mustgrow)
3580 {
3581         size_t wantedsize;
3582         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3583         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3584         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3585         {
3586                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3587                 newmem->wantedsize = wantedsize;
3588                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3589                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3590                 newmem->current = 0;
3591                 newmem->mark = 0;
3592                 newmem->purge = r_framedata_mem;
3593                 r_framedata_mem = newmem;
3594         }
3595 }
3596
3597 void R_FrameData_NewFrame(void)
3598 {
3599         R_FrameData_Resize(false);
3600         if (!r_framedata_mem)
3601                 return;
3602         // if we ran out of space on the last frame, free the old memory now
3603         while (r_framedata_mem->purge)
3604         {
3605                 // repeatedly remove the second item in the list, leaving only head
3606                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3607                 Mem_Free(r_framedata_mem->purge);
3608                 r_framedata_mem->purge = next;
3609         }
3610         // reset the current mem pointer
3611         r_framedata_mem->current = 0;
3612         r_framedata_mem->mark = 0;
3613 }
3614
3615 void *R_FrameData_Alloc(size_t size)
3616 {
3617         void *data;
3618         float newvalue;
3619
3620         // align to 16 byte boundary - the data pointer is already aligned, so we
3621         // only need to ensure the size of every allocation is also aligned
3622         size = (size + 15) & ~15;
3623
3624         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3625         {
3626                 // emergency - we ran out of space, allocate more memory
3627                 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3628                 newvalue = r_framedatasize.value * 2.0f;
3629                 // 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
3630                 if (sizeof(size_t) >= 8)
3631                         newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3632                 else
3633                         newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3634                 // this might not be a growing it, but we'll allocate another buffer every time
3635                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3636                 R_FrameData_Resize(true);
3637         }
3638
3639         data = r_framedata_mem->data + r_framedata_mem->current;
3640         r_framedata_mem->current += size;
3641
3642         // count the usage for stats
3643         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3644         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3645
3646         return (void *)data;
3647 }
3648
3649 void *R_FrameData_Store(size_t size, void *data)
3650 {
3651         void *d = R_FrameData_Alloc(size);
3652         if (d && data)
3653                 memcpy(d, data, size);
3654         return d;
3655 }
3656
3657 void R_FrameData_SetMark(void)
3658 {
3659         if (!r_framedata_mem)
3660                 return;
3661         r_framedata_mem->mark = r_framedata_mem->current;
3662 }
3663
3664 void R_FrameData_ReturnToMark(void)
3665 {
3666         if (!r_framedata_mem)
3667                 return;
3668         r_framedata_mem->current = r_framedata_mem->mark;
3669 }
3670
3671 //==================================================================================
3672
3673 // avoid reusing the same buffer objects on consecutive frames
3674 #define R_BUFFERDATA_CYCLE 3
3675
3676 typedef struct r_bufferdata_buffer_s
3677 {
3678         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3679         size_t size; // how much usable space
3680         size_t current; // how much space in use
3681         r_meshbuffer_t *buffer; // the buffer itself
3682 }
3683 r_bufferdata_buffer_t;
3684
3685 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3686 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3687
3688 /// frees all dynamic buffers
3689 void R_BufferData_Reset(void)
3690 {
3691         int cycle, type;
3692         r_bufferdata_buffer_t **p, *mem;
3693         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3694         {
3695                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3696                 {
3697                         // free all buffers
3698                         p = &r_bufferdata_buffer[cycle][type];
3699                         while (*p)
3700                         {
3701                                 mem = *p;
3702                                 *p = (*p)->purge;
3703                                 if (mem->buffer)
3704                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3705                                 Mem_Free(mem);
3706                         }
3707                 }
3708         }
3709 }
3710
3711 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3712 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3713 {
3714         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3715         size_t size;
3716         float newvalue = r_buffermegs[type].value;
3717
3718         // increase the cvar if we have to (but only if we already have a mem)
3719         if (mustgrow && mem)
3720                 newvalue *= 2.0f;
3721         newvalue = bound(0.25f, newvalue, 256.0f);
3722         while (newvalue * 1024*1024 < minsize)
3723                 newvalue *= 2.0f;
3724
3725         // clamp the cvar to valid range
3726         newvalue = bound(0.25f, newvalue, 256.0f);
3727         if (r_buffermegs[type].value != newvalue)
3728                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3729
3730         // calculate size in bytes
3731         size = (size_t)(newvalue * 1024*1024);
3732         size = bound(131072, size, 256*1024*1024);
3733
3734         // allocate a new buffer if the size is different (purge old one later)
3735         // or if we were told we must grow the buffer
3736         if (!mem || mem->size != size || mustgrow)
3737         {
3738                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3739                 mem->size = size;
3740                 mem->current = 0;
3741                 if (type == R_BUFFERDATA_VERTEX)
3742                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3743                 else if (type == R_BUFFERDATA_INDEX16)
3744                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3745                 else if (type == R_BUFFERDATA_INDEX32)
3746                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3747                 else if (type == R_BUFFERDATA_UNIFORM)
3748                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3749                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3750                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3751         }
3752 }
3753
3754 void R_BufferData_NewFrame(void)
3755 {
3756         int type;
3757         r_bufferdata_buffer_t **p, *mem;
3758         // cycle to the next frame's buffers
3759         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3760         // if we ran out of space on the last time we used these buffers, free the old memory now
3761         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3762         {
3763                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3764                 {
3765                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3766                         // free all but the head buffer, this is how we recycle obsolete
3767                         // buffers after they are no longer in use
3768                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3769                         while (*p)
3770                         {
3771                                 mem = *p;
3772                                 *p = (*p)->purge;
3773                                 if (mem->buffer)
3774                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3775                                 Mem_Free(mem);
3776                         }
3777                         // reset the current offset
3778                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3779                 }
3780         }
3781 }
3782
3783 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3784 {
3785         r_bufferdata_buffer_t *mem;
3786         int offset = 0;
3787         int padsize;
3788
3789         *returnbufferoffset = 0;
3790
3791         // align size to a byte boundary appropriate for the buffer type, this
3792         // makes all allocations have aligned start offsets
3793         if (type == R_BUFFERDATA_UNIFORM)
3794                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3795         else
3796                 padsize = (datasize + 15) & ~15;
3797
3798         // if we ran out of space in this buffer we must allocate a new one
3799         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)
3800                 R_BufferData_Resize(type, true, padsize);
3801
3802         // if the resize did not give us enough memory, fail
3803         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)
3804                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3805
3806         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3807         offset = (int)mem->current;
3808         mem->current += padsize;
3809
3810         // upload the data to the buffer at the chosen offset
3811         if (offset == 0)
3812                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3813         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3814
3815         // count the usage for stats
3816         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3817         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3818
3819         // return the buffer offset
3820         *returnbufferoffset = offset;
3821
3822         return mem->buffer;
3823 }
3824
3825 //==================================================================================
3826
3827 // LordHavoc: animcache originally written by Echon, rewritten since then
3828
3829 /**
3830  * Animation cache prevents re-generating mesh data for an animated model
3831  * multiple times in one frame for lighting, shadowing, reflections, etc.
3832  */
3833
3834 void R_AnimCache_Free(void)
3835 {
3836 }
3837
3838 void R_AnimCache_ClearCache(void)
3839 {
3840         int i;
3841         entity_render_t *ent;
3842
3843         for (i = 0;i < r_refdef.scene.numentities;i++)
3844         {
3845                 ent = r_refdef.scene.entities[i];
3846                 ent->animcache_vertex3f = NULL;
3847                 ent->animcache_vertex3f_vertexbuffer = NULL;
3848                 ent->animcache_vertex3f_bufferoffset = 0;
3849                 ent->animcache_normal3f = NULL;
3850                 ent->animcache_normal3f_vertexbuffer = NULL;
3851                 ent->animcache_normal3f_bufferoffset = 0;
3852                 ent->animcache_svector3f = NULL;
3853                 ent->animcache_svector3f_vertexbuffer = NULL;
3854                 ent->animcache_svector3f_bufferoffset = 0;
3855                 ent->animcache_tvector3f = NULL;
3856                 ent->animcache_tvector3f_vertexbuffer = NULL;
3857                 ent->animcache_tvector3f_bufferoffset = 0;
3858                 ent->animcache_skeletaltransform3x4 = NULL;
3859                 ent->animcache_skeletaltransform3x4buffer = NULL;
3860                 ent->animcache_skeletaltransform3x4offset = 0;
3861                 ent->animcache_skeletaltransform3x4size = 0;
3862         }
3863 }
3864
3865 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3866 {
3867         dp_model_t *model = ent->model;
3868         int numvertices;
3869
3870         // see if this ent is worth caching
3871         if (!model || !model->Draw || !model->AnimateVertices)
3872                 return false;
3873         // nothing to cache if it contains no animations and has no skeleton
3874         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3875                 return false;
3876         // see if it is already cached for gpuskeletal
3877         if (ent->animcache_skeletaltransform3x4)
3878                 return false;
3879         // see if it is already cached as a mesh
3880         if (ent->animcache_vertex3f)
3881         {
3882                 // check if we need to add normals or tangents
3883                 if (ent->animcache_normal3f)
3884                         wantnormals = false;
3885                 if (ent->animcache_svector3f)
3886                         wanttangents = false;
3887                 if (!wantnormals && !wanttangents)
3888                         return false;
3889         }
3890
3891         // check which kind of cache we need to generate
3892         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3893         {
3894                 // cache the skeleton so the vertex shader can use it
3895                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3896                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3897                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3898                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3899                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
3900                 // note: this can fail if the buffer is at the grow limit
3901                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3902                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3903         }
3904         else if (ent->animcache_vertex3f)
3905         {
3906                 // mesh was already cached but we may need to add normals/tangents
3907                 // (this only happens with multiple views, reflections, cameras, etc)
3908                 if (wantnormals || wanttangents)
3909                 {
3910                         numvertices = model->surfmesh.num_vertices;
3911                         if (wantnormals)
3912                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3913                         if (wanttangents)
3914                         {
3915                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3916                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3917                         }
3918                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3919                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3920                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3921                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3922                 }
3923         }
3924         else
3925         {
3926                 // generate mesh cache
3927                 numvertices = model->surfmesh.num_vertices;
3928                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3929                 if (wantnormals)
3930                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3931                 if (wanttangents)
3932                 {
3933                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3934                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3935                 }
3936                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3937                 if (wantnormals || wanttangents)
3938                 {
3939                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3940                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3941                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3942                 }
3943                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3944                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3945                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3946         }
3947         return true;
3948 }
3949
3950 void R_AnimCache_CacheVisibleEntities(void)
3951 {
3952         int i;
3953
3954         // TODO: thread this
3955         // NOTE: R_PrepareRTLights() also caches entities
3956
3957         for (i = 0;i < r_refdef.scene.numentities;i++)
3958                 if (r_refdef.viewcache.entityvisible[i])
3959                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3960 }
3961
3962 //==================================================================================
3963
3964 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)
3965 {
3966         int i;
3967         vec3_t eyemins, eyemaxs;
3968         vec3_t boxmins, boxmaxs;
3969         vec3_t padmins, padmaxs;
3970         vec3_t start;
3971         vec3_t end;
3972         dp_model_t *model = r_refdef.scene.worldmodel;
3973         static vec3_t positions[] = {
3974                 { 0.5f, 0.5f, 0.5f },
3975                 { 0.0f, 0.0f, 0.0f },
3976                 { 0.0f, 0.0f, 1.0f },
3977                 { 0.0f, 1.0f, 0.0f },
3978                 { 0.0f, 1.0f, 1.0f },
3979                 { 1.0f, 0.0f, 0.0f },
3980                 { 1.0f, 0.0f, 1.0f },
3981                 { 1.0f, 1.0f, 0.0f },
3982                 { 1.0f, 1.0f, 1.0f },
3983         };
3984
3985         // sample count can be set to -1 to skip this logic, for flicker-prone objects
3986         if (numsamples < 0)
3987                 return true;
3988
3989         // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3990         if (!r_refdef.view.usevieworiginculling)
3991                 return true;
3992
3993         if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3994                 return true;
3995
3996         // expand the eye box a little
3997         eyemins[0] = eye[0] - eyejitter;
3998         eyemaxs[0] = eye[0] + eyejitter;
3999         eyemins[1] = eye[1] - eyejitter;
4000         eyemaxs[1] = eye[1] + eyejitter;
4001         eyemins[2] = eye[2] - eyejitter;
4002         eyemaxs[2] = eye[2] + eyejitter;
4003         // expand the box a little
4004         boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4005         boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4006         boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4007         boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4008         boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4009         boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4010         // make an even larger box for the acceptable area
4011         padmins[0] = boxmins[0] - pad;
4012         padmaxs[0] = boxmaxs[0] + pad;
4013         padmins[1] = boxmins[1] - pad;
4014         padmaxs[1] = boxmaxs[1] + pad;
4015         padmins[2] = boxmins[2] - pad;
4016         padmaxs[2] = boxmaxs[2] + pad;
4017
4018         // return true if eye overlaps enlarged box
4019         if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4020                 return true;
4021
4022         // try specific positions in the box first - note that these can be cached
4023         if (r_cullentities_trace_entityocclusion.integer)
4024         {
4025                 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4026                 {
4027                         VectorCopy(eye, start);
4028                         end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4029                         end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4030                         end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4031                         //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4032                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4033                         // not picky - if the trace ended anywhere in the box we're good
4034                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4035                                 return true;
4036                 }
4037         }
4038         else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4039                 return true;
4040
4041         // try various random positions
4042         for (i = 0; i < numsamples; i++)
4043         {
4044                 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4045                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4046                 if (r_cullentities_trace_entityocclusion.integer)
4047                 {
4048                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4049                         // not picky - if the trace ended anywhere in the box we're good
4050                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4051                                 return true;
4052                 }
4053                 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4054                         return true;
4055         }
4056
4057         return false;
4058 }
4059
4060
4061 static void R_View_UpdateEntityVisible (void)
4062 {
4063         int i;
4064         int renderimask;
4065         int samples;
4066         entity_render_t *ent;
4067
4068         if (r_refdef.envmap || r_fb.water.hideplayer)
4069                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4070         else if (chase_active.integer || r_fb.water.renderingscene)
4071                 renderimask = RENDER_VIEWMODEL;
4072         else
4073                 renderimask = RENDER_EXTERIORMODEL;
4074         if (!r_drawviewmodel.integer)
4075                 renderimask |= RENDER_VIEWMODEL;
4076         if (!r_drawexteriormodel.integer)
4077                 renderimask |= RENDER_EXTERIORMODEL;
4078         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4079         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4080         {
4081                 // worldmodel can check visibility
4082                 for (i = 0;i < r_refdef.scene.numentities;i++)
4083                 {
4084                         ent = r_refdef.scene.entities[i];
4085                         if (!(ent->flags & renderimask))
4086                         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)))
4087                         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))
4088                                 r_refdef.viewcache.entityvisible[i] = true;
4089                 }
4090         }
4091         else
4092         {
4093                 // no worldmodel or it can't check visibility
4094                 for (i = 0;i < r_refdef.scene.numentities;i++)
4095                 {
4096                         ent = r_refdef.scene.entities[i];
4097                         if (!(ent->flags & renderimask))
4098                         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)))
4099                                 r_refdef.viewcache.entityvisible[i] = true;
4100                 }
4101         }
4102         if (r_cullentities_trace.integer)
4103         {
4104                 for (i = 0;i < r_refdef.scene.numentities;i++)
4105                 {
4106                         if (!r_refdef.viewcache.entityvisible[i])
4107                                 continue;
4108                         ent = r_refdef.scene.entities[i];
4109                         if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4110                         {
4111                                 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4112                                 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))
4113                                         ent->last_trace_visibility = realtime;
4114                                 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4115                                         r_refdef.viewcache.entityvisible[i] = 0;
4116                         }
4117                 }
4118         }
4119 }
4120
4121 /// only used if skyrendermasked, and normally returns false
4122 static int R_DrawBrushModelsSky (void)
4123 {
4124         int i, sky;
4125         entity_render_t *ent;
4126
4127         sky = false;
4128         for (i = 0;i < r_refdef.scene.numentities;i++)
4129         {
4130                 if (!r_refdef.viewcache.entityvisible[i])
4131                         continue;
4132                 ent = r_refdef.scene.entities[i];
4133                 if (!ent->model || !ent->model->DrawSky)
4134                         continue;
4135                 ent->model->DrawSky(ent);
4136                 sky = true;
4137         }
4138         return sky;
4139 }
4140
4141 static void R_DrawNoModel(entity_render_t *ent);
4142 static void R_DrawModels(void)
4143 {
4144         int i;
4145         entity_render_t *ent;
4146
4147         for (i = 0;i < r_refdef.scene.numentities;i++)
4148         {
4149                 if (!r_refdef.viewcache.entityvisible[i])
4150                         continue;
4151                 ent = r_refdef.scene.entities[i];
4152                 r_refdef.stats[r_stat_entities]++;
4153                 /*
4154                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4155                 {
4156                         vec3_t f, l, u, o;
4157                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4158                         Con_Printf("R_DrawModels\n");
4159                         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]);
4160                         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);
4161                         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);
4162                 }
4163                 */
4164                 if (ent->model && ent->model->Draw != NULL)
4165                         ent->model->Draw(ent);
4166                 else
4167                         R_DrawNoModel(ent);
4168         }
4169 }
4170
4171 static void R_DrawModelsDepth(void)
4172 {
4173         int i;
4174         entity_render_t *ent;
4175
4176         for (i = 0;i < r_refdef.scene.numentities;i++)
4177         {
4178                 if (!r_refdef.viewcache.entityvisible[i])
4179                         continue;
4180                 ent = r_refdef.scene.entities[i];
4181                 if (ent->model && ent->model->DrawDepth != NULL)
4182                         ent->model->DrawDepth(ent);
4183         }
4184 }
4185
4186 static void R_DrawModelsDebug(void)
4187 {
4188         int i;
4189         entity_render_t *ent;
4190
4191         for (i = 0;i < r_refdef.scene.numentities;i++)
4192         {
4193                 if (!r_refdef.viewcache.entityvisible[i])
4194                         continue;
4195                 ent = r_refdef.scene.entities[i];
4196                 if (ent->model && ent->model->DrawDebug != NULL)
4197                         ent->model->DrawDebug(ent);
4198         }
4199 }
4200
4201 static void R_DrawModelsAddWaterPlanes(void)
4202 {
4203         int i;
4204         entity_render_t *ent;
4205
4206         for (i = 0;i < r_refdef.scene.numentities;i++)
4207         {
4208                 if (!r_refdef.viewcache.entityvisible[i])
4209                         continue;
4210                 ent = r_refdef.scene.entities[i];
4211                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4212                         ent->model->DrawAddWaterPlanes(ent);
4213         }
4214 }
4215
4216 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}};
4217
4218 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4219 {
4220         if (r_hdr_irisadaptation.integer)
4221         {
4222                 vec3_t p;
4223                 vec3_t ambient;
4224                 vec3_t diffuse;
4225                 vec3_t diffusenormal;
4226                 vec3_t forward;
4227                 vec_t brightness = 0.0f;
4228                 vec_t goal;
4229                 vec_t current;
4230                 vec_t d;
4231                 int c;
4232                 VectorCopy(r_refdef.view.forward, forward);
4233                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4234                 {
4235                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4236                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4237                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4238                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4239                         d = DotProduct(forward, diffusenormal);
4240                         brightness += VectorLength(ambient);
4241                         if (d > 0)
4242                                 brightness += d * VectorLength(diffuse);
4243                 }
4244                 brightness *= 1.0f / c;
4245                 brightness += 0.00001f; // make sure it's never zero
4246                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4247                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4248                 current = r_hdr_irisadaptation_value.value;
4249                 if (current < goal)
4250                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4251                 else if (current > goal)
4252                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4253                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4254                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4255         }
4256         else if (r_hdr_irisadaptation_value.value != 1.0f)
4257                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4258 }
4259
4260 static void R_View_SetFrustum(const int *scissor)
4261 {
4262         int i;
4263         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4264         vec3_t forward, left, up, origin, v;
4265
4266         if(scissor)
4267         {
4268                 // flipped x coordinates (because x points left here)
4269                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4270                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4271                 // non-flipped y coordinates
4272                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4273                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4274         }
4275
4276         // we can't trust r_refdef.view.forward and friends in reflected scenes
4277         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4278
4279 #if 0
4280         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4281         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4282         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4283         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4284         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4285         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4286         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4287         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4288         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4289         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4290         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4291         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4292 #endif
4293
4294 #if 0
4295         zNear = r_refdef.nearclip;
4296         nudge = 1.0 - 1.0 / (1<<23);
4297         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4298         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4299         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4300         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4301         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4302         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4303         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4304         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4305 #endif
4306
4307
4308
4309 #if 0
4310         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4311         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4312         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4313         r_refdef.view.frustum[0].dist = m[15] - m[12];
4314
4315         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4316         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4317         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4318         r_refdef.view.frustum[1].dist = m[15] + m[12];
4319
4320         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4321         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4322         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4323         r_refdef.view.frustum[2].dist = m[15] - m[13];
4324
4325         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4326         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4327         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4328         r_refdef.view.frustum[3].dist = m[15] + m[13];
4329
4330         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4331         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4332         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4333         r_refdef.view.frustum[4].dist = m[15] - m[14];
4334
4335         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4336         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4337         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4338         r_refdef.view.frustum[5].dist = m[15] + m[14];
4339 #endif
4340
4341         if (r_refdef.view.useperspective)
4342         {
4343                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4344                 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]);
4345                 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]);
4346                 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]);
4347                 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]);
4348
4349                 // then the normals from the corners relative to origin
4350                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4351                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4352                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4353                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4354
4355                 // in a NORMAL view, forward cross left == up
4356                 // in a REFLECTED view, forward cross left == down
4357                 // so our cross products above need to be adjusted for a left handed coordinate system
4358                 CrossProduct(forward, left, v);
4359                 if(DotProduct(v, up) < 0)
4360                 {
4361                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4362                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4363                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4364                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4365                 }
4366
4367                 // Leaving those out was a mistake, those were in the old code, and they
4368                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4369                 // I couldn't reproduce it after adding those normalizations. --blub
4370                 VectorNormalize(r_refdef.view.frustum[0].normal);
4371                 VectorNormalize(r_refdef.view.frustum[1].normal);
4372                 VectorNormalize(r_refdef.view.frustum[2].normal);
4373                 VectorNormalize(r_refdef.view.frustum[3].normal);
4374
4375                 // make the corners absolute
4376                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4377                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4378                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4379                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4380
4381                 // one more normal
4382                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4383
4384                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4385                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4386                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4387                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4388                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4389         }
4390         else
4391         {
4392                 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4393                 VectorScale(left,  1.0f, r_refdef.view.frustum[1].normal);
4394                 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4395                 VectorScale(up,  1.0f, r_refdef.view.frustum[3].normal);
4396                 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4397                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4398                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4399                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4400                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4401                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4402         }
4403         r_refdef.view.numfrustumplanes = 5;
4404
4405         if (r_refdef.view.useclipplane)
4406         {
4407                 r_refdef.view.numfrustumplanes = 6;
4408                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4409         }
4410
4411         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4412                 PlaneClassify(r_refdef.view.frustum + i);
4413
4414         // LordHavoc: note to all quake engine coders, Quake had a special case
4415         // for 90 degrees which assumed a square view (wrong), so I removed it,
4416         // Quake2 has it disabled as well.
4417
4418         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4419         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4420         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4421         //PlaneClassify(&frustum[0]);
4422
4423         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4424         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4425         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4426         //PlaneClassify(&frustum[1]);
4427
4428         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4429         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4430         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4431         //PlaneClassify(&frustum[2]);
4432
4433         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4434         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4435         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4436         //PlaneClassify(&frustum[3]);
4437
4438         // nearclip plane
4439         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4440         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4441         //PlaneClassify(&frustum[4]);
4442 }
4443
4444 static void R_View_UpdateWithScissor(const int *myscissor)
4445 {
4446         R_Main_ResizeViewCache();
4447         R_View_SetFrustum(myscissor);
4448         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4449         R_View_UpdateEntityVisible();
4450 }
4451
4452 static void R_View_Update(void)
4453 {
4454         R_Main_ResizeViewCache();
4455         R_View_SetFrustum(NULL);
4456         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4457         R_View_UpdateEntityVisible();
4458 }
4459
4460 float viewscalefpsadjusted = 1.0f;
4461
4462 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4463 {
4464         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4465         scale = bound(0.03125f, scale, 1.0f);
4466         *outwidth = (int)ceil(width * scale);
4467         *outheight = (int)ceil(height * scale);
4468 }
4469
4470 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4471 {
4472         const float *customclipplane = NULL;
4473         float plane[4];
4474         int /*rtwidth,*/ rtheight;
4475         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4476         {
4477                 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4478                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4479                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4480                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4481                         dist = r_refdef.view.clipplane.dist;
4482                 plane[0] = r_refdef.view.clipplane.normal[0];
4483                 plane[1] = r_refdef.view.clipplane.normal[1];
4484                 plane[2] = r_refdef.view.clipplane.normal[2];
4485                 plane[3] = -dist;
4486                 customclipplane = plane;
4487         }
4488
4489         //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4490         rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4491
4492         if (!r_refdef.view.useperspective)
4493                 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);
4494         else if (vid.stencil && r_useinfinitefarclip.integer)
4495                 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);
4496         else
4497                 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);
4498         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4499         R_SetViewport(&r_refdef.view.viewport);
4500 }
4501
4502 void R_EntityMatrix(const matrix4x4_t *matrix)
4503 {
4504         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4505         {
4506                 gl_modelmatrixchanged = false;
4507                 gl_modelmatrix = *matrix;
4508                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4509                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4510                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4511                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4512                 CHECKGLERROR
4513                 switch(vid.renderpath)
4514                 {
4515                 case RENDERPATH_GL32:
4516                 case RENDERPATH_GLES2:
4517                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4518                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4519                         break;
4520                 }
4521         }
4522 }
4523
4524 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4525 {
4526         r_viewport_t viewport;
4527
4528         CHECKGLERROR
4529
4530         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4531         R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4532         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4533         R_SetViewport(&viewport);
4534         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4535         GL_Color(1, 1, 1, 1);
4536         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4537         GL_BlendFunc(GL_ONE, GL_ZERO);
4538         GL_ScissorTest(false);
4539         GL_DepthMask(false);
4540         GL_DepthRange(0, 1);
4541         GL_DepthTest(false);
4542         GL_DepthFunc(GL_LEQUAL);
4543         R_EntityMatrix(&identitymatrix);
4544         R_Mesh_ResetTextureState();
4545         GL_PolygonOffset(0, 0);
4546         switch(vid.renderpath)
4547         {
4548         case RENDERPATH_GL32:
4549         case RENDERPATH_GLES2:
4550                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4551                 break;
4552         }
4553         GL_CullFace(GL_NONE);
4554
4555         CHECKGLERROR
4556 }
4557
4558 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4559 {
4560         R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4561 }
4562
4563 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4564 {
4565         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4566         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4567         GL_Color(1, 1, 1, 1);
4568         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4569         GL_BlendFunc(GL_ONE, GL_ZERO);
4570         GL_ScissorTest(true);
4571         GL_DepthMask(true);
4572         GL_DepthRange(0, 1);
4573         GL_DepthTest(true);
4574         GL_DepthFunc(GL_LEQUAL);
4575         R_EntityMatrix(&identitymatrix);
4576         R_Mesh_ResetTextureState();
4577         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4578         switch(vid.renderpath)
4579         {
4580         case RENDERPATH_GL32:
4581         case RENDERPATH_GLES2:
4582                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4583                 break;
4584         }
4585         GL_CullFace(r_refdef.view.cullface_back);
4586 }
4587
4588 /*
4589 ================
4590 R_RenderView_UpdateViewVectors
4591 ================
4592 */
4593 void R_RenderView_UpdateViewVectors(void)
4594 {
4595         // break apart the view matrix into vectors for various purposes
4596         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4597         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4598         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4599         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4600         // make an inverted copy of the view matrix for tracking sprites
4601         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4602 }
4603
4604 void R_RenderTarget_FreeUnused(qboolean force)
4605 {
4606         int i, j, end;
4607         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4608         for (i = 0; i < end; i++)
4609         {
4610                 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4611                 // free resources for rendertargets that have not been used for a while
4612                 // (note: this check is run after the frame render, so any targets used
4613                 // this frame will not be affected even at low framerates)
4614                 if (r && (realtime - r->lastusetime > 0.2 || force))
4615                 {
4616                         if (r->fbo)
4617                                 R_Mesh_DestroyFramebufferObject(r->fbo);
4618                         for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4619                                 if (r->colortexture[j])
4620                                         R_FreeTexture(r->colortexture[j]);
4621                         if (r->depthtexture)
4622                                 R_FreeTexture(r->depthtexture);
4623                         Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4624                 }
4625         }
4626 }
4627
4628 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4629 {
4630         float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4631         x1 = x * iw;
4632         x2 = (x + w) * iw;
4633         y1 = (th - y) * ih;
4634         y2 = (th - y - h) * ih;
4635         texcoord2f[0] = x1;
4636         texcoord2f[2] = x2;
4637         texcoord2f[4] = x2;
4638         texcoord2f[6] = x1;
4639         texcoord2f[1] = y1;
4640         texcoord2f[3] = y1;
4641         texcoord2f[5] = y2;
4642         texcoord2f[7] = y2;
4643 }
4644
4645 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)
4646 {
4647         int i, j, end;
4648         r_rendertarget_t *r = NULL;
4649         char vabuf[256];
4650         // first try to reuse an existing slot if possible
4651         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4652         for (i = 0; i < end; i++)
4653         {
4654                 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4655                 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)
4656                         break;
4657         }
4658         if (i == end)
4659         {
4660                 // no unused exact match found, so we have to make one in the first unused slot
4661                 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4662                 r->texturewidth = texturewidth;
4663                 r->textureheight = textureheight;
4664                 r->colortextype[0] = colortextype0;
4665                 r->colortextype[1] = colortextype1;
4666                 r->colortextype[2] = colortextype2;
4667                 r->colortextype[3] = colortextype3;
4668                 r->depthtextype = depthtextype;
4669                 r->depthisrenderbuffer = depthisrenderbuffer;
4670                 for (j = 0; j < 4; j++)
4671                         if (r->colortextype[j])
4672                                 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);
4673                 if (r->depthtextype)
4674                 {
4675                         if (r->depthisrenderbuffer)
4676                                 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);
4677                         else
4678                                 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);
4679                 }
4680                 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4681         }
4682         r_refdef.stats[r_stat_rendertargets_used]++;
4683         r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4684         r->lastusetime = realtime;
4685         R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4686         return r;
4687 }
4688
4689 static void R_Water_StartFrame(void)
4690 {
4691         int waterwidth, waterheight;
4692
4693         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4694                 return;
4695
4696         // set waterwidth and waterheight to the water resolution that will be
4697         // used (often less than the screen resolution for faster rendering)
4698         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4699         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4700         R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4701
4702         if (!r_water.integer || r_showsurfaces.integer)
4703                 waterwidth = waterheight = 0;
4704
4705         // set up variables that will be used in shader setup
4706         r_fb.water.waterwidth = waterwidth;
4707         r_fb.water.waterheight = waterheight;
4708         r_fb.water.texturewidth = waterwidth;
4709         r_fb.water.textureheight = waterheight;
4710         r_fb.water.camerawidth = waterwidth;
4711         r_fb.water.cameraheight = waterheight;
4712         r_fb.water.screenscale[0] = 0.5f;
4713         r_fb.water.screenscale[1] = 0.5f;
4714         r_fb.water.screencenter[0] = 0.5f;
4715         r_fb.water.screencenter[1] = 0.5f;
4716         r_fb.water.enabled = waterwidth != 0;
4717
4718         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4719         r_fb.water.numwaterplanes = 0;
4720 }
4721
4722 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4723 {
4724         int planeindex, bestplaneindex, vertexindex;
4725         vec3_t mins, maxs, normal, center, v, n;
4726         vec_t planescore, bestplanescore;
4727         mplane_t plane;
4728         r_waterstate_waterplane_t *p;
4729         texture_t *t = R_GetCurrentTexture(surface->texture);
4730
4731         rsurface.texture = t;
4732         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4733         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4734         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4735                 return;
4736         // average the vertex normals, find the surface bounds (after deformvertexes)
4737         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4738         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4739         VectorCopy(n, normal);
4740         VectorCopy(v, mins);
4741         VectorCopy(v, maxs);
4742         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4743         {
4744                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4745                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4746                 VectorAdd(normal, n, normal);
4747                 mins[0] = min(mins[0], v[0]);
4748                 mins[1] = min(mins[1], v[1]);
4749                 mins[2] = min(mins[2], v[2]);
4750                 maxs[0] = max(maxs[0], v[0]);
4751                 maxs[1] = max(maxs[1], v[1]);
4752                 maxs[2] = max(maxs[2], v[2]);
4753         }
4754         VectorNormalize(normal);
4755         VectorMAM(0.5f, mins, 0.5f, maxs, center);
4756
4757         VectorCopy(normal, plane.normal);
4758         VectorNormalize(plane.normal);
4759         plane.dist = DotProduct(center, plane.normal);
4760         PlaneClassify(&plane);
4761         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4762         {
4763                 // skip backfaces (except if nocullface is set)
4764 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4765 //                      return;
4766                 VectorNegate(plane.normal, plane.normal);
4767                 plane.dist *= -1;
4768                 PlaneClassify(&plane);
4769         }
4770
4771
4772         // find a matching plane if there is one
4773         bestplaneindex = -1;
4774         bestplanescore = 1048576.0f;
4775         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4776         {
4777                 if(p->camera_entity == t->camera_entity)
4778                 {
4779                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4780                         if (bestplaneindex < 0 || bestplanescore > planescore)
4781                         {
4782                                 bestplaneindex = planeindex;
4783                                 bestplanescore = planescore;
4784                         }
4785                 }
4786         }
4787         planeindex = bestplaneindex;
4788
4789         // if this surface does not fit any known plane rendered this frame, add one
4790         if (planeindex < 0 || bestplanescore > 0.001f)
4791         {
4792                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4793                 {
4794                         // store the new plane
4795                         planeindex = r_fb.water.numwaterplanes++;
4796                         p = r_fb.water.waterplanes + planeindex;
4797                         p->plane = plane;
4798                         // clear materialflags and pvs
4799                         p->materialflags = 0;
4800                         p->pvsvalid = false;
4801                         p->camera_entity = t->camera_entity;
4802                         VectorCopy(mins, p->mins);
4803                         VectorCopy(maxs, p->maxs);
4804                 }
4805                 else
4806                 {
4807                         // We're totally screwed.
4808                         return;
4809                 }
4810         }
4811         else
4812         {
4813                 // merge mins/maxs when we're adding this surface to the plane
4814                 p = r_fb.water.waterplanes + planeindex;
4815                 p->mins[0] = min(p->mins[0], mins[0]);
4816                 p->mins[1] = min(p->mins[1], mins[1]);
4817                 p->mins[2] = min(p->mins[2], mins[2]);
4818                 p->maxs[0] = max(p->maxs[0], maxs[0]);
4819                 p->maxs[1] = max(p->maxs[1], maxs[1]);
4820                 p->maxs[2] = max(p->maxs[2], maxs[2]);
4821         }
4822         // merge this surface's materialflags into the waterplane
4823         p->materialflags |= t->currentmaterialflags;
4824         if(!(p->materialflags & MATERIALFLAG_CAMERA))
4825         {
4826                 // merge this surface's PVS into the waterplane
4827                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4828                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4829                 {
4830                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4831                         p->pvsvalid = true;
4832                 }
4833         }
4834 }
4835
4836 extern cvar_t r_drawparticles;
4837 extern cvar_t r_drawdecals;
4838
4839 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4840 {
4841         int myscissor[4];
4842         r_refdef_view_t originalview;
4843         r_refdef_view_t myview;
4844         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;
4845         r_waterstate_waterplane_t *p;
4846         vec3_t visorigin;
4847         r_rendertarget_t *rt;
4848
4849         originalview = r_refdef.view;
4850
4851         // lowquality hack, temporarily shut down some cvars and restore afterwards
4852         qualityreduction = r_water_lowquality.integer;
4853         if (qualityreduction > 0)
4854         {
4855                 if (qualityreduction >= 1)
4856                 {
4857                         old_r_shadows = r_shadows.integer;
4858                         old_r_worldrtlight = r_shadow_realtime_world.integer;
4859                         old_r_dlight = r_shadow_realtime_dlight.integer;
4860                         Cvar_SetValueQuick(&r_shadows, 0);
4861                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4862                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4863                 }
4864                 if (qualityreduction >= 2)
4865                 {
4866                         old_r_dynamic = r_dynamic.integer;
4867                         old_r_particles = r_drawparticles.integer;
4868                         old_r_decals = r_drawdecals.integer;
4869                         Cvar_SetValueQuick(&r_dynamic, 0);
4870                         Cvar_SetValueQuick(&r_drawparticles, 0);
4871                         Cvar_SetValueQuick(&r_drawdecals, 0);
4872                 }
4873         }
4874
4875         for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4876         {
4877                 p->rt_reflection = NULL;
4878                 p->rt_refraction = NULL;
4879                 p->rt_camera = NULL;
4880         }
4881
4882         // render views
4883         r_refdef.view = originalview;
4884         r_refdef.view.showdebug = false;
4885         r_refdef.view.width = r_fb.water.waterwidth;
4886         r_refdef.view.height = r_fb.water.waterheight;
4887         r_refdef.view.useclipplane = true;
4888         myview = r_refdef.view;
4889         r_fb.water.renderingscene = true;
4890         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4891         {
4892                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4893                         continue;
4894
4895                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4896                 {
4897                         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);
4898                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4899                                 goto error;
4900                         r_refdef.view = myview;
4901                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4902                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4903                         if(r_water_scissormode.integer)
4904                         {
4905                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4906                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4907                                 {
4908                                         p->rt_reflection = NULL;
4909                                         p->rt_refraction = NULL;
4910                                         p->rt_camera = NULL;
4911                                         continue;
4912                                 }
4913                         }
4914
4915                         r_refdef.view.clipplane = p->plane;
4916                         // reflected view origin may be in solid, so don't cull with it
4917                         r_refdef.view.usevieworiginculling = false;
4918                         // reverse the cullface settings for this render
4919                         r_refdef.view.cullface_front = GL_FRONT;
4920                         r_refdef.view.cullface_back = GL_BACK;
4921                         // combined pvs (based on what can be seen from each surface center)
4922                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4923                         {
4924                                 r_refdef.view.usecustompvs = true;
4925                                 if (p->pvsvalid)
4926                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4927                                 else
4928                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4929                         }
4930
4931                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4932                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4933                         GL_ScissorTest(false);
4934                         R_ClearScreen(r_refdef.fogenabled);
4935                         GL_ScissorTest(true);
4936                         if(r_water_scissormode.integer & 2)
4937                                 R_View_UpdateWithScissor(myscissor);
4938                         else
4939                                 R_View_Update();
4940                         R_AnimCache_CacheVisibleEntities();
4941                         if(r_water_scissormode.integer & 1)
4942                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4943                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4944
4945                         r_fb.water.hideplayer = false;
4946                         p->rt_reflection = rt;
4947                 }
4948
4949                 // render the normal view scene and copy into texture
4950                 // (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)
4951                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4952                 {
4953                         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);
4954                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4955                                 goto error;
4956                         r_refdef.view = myview;
4957                         if(r_water_scissormode.integer)
4958                         {
4959                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4960                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4961                                 {
4962                                         p->rt_reflection = NULL;
4963                                         p->rt_refraction = NULL;
4964                                         p->rt_camera = NULL;
4965                                         continue;
4966                                 }
4967                         }
4968
4969                         // combined pvs (based on what can be seen from each surface center)
4970                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4971                         {
4972                                 r_refdef.view.usecustompvs = true;
4973                                 if (p->pvsvalid)
4974                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4975                                 else
4976                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4977                         }
4978
4979                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4980
4981                         r_refdef.view.clipplane = p->plane;
4982                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4983                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4984
4985                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4986                         {
4987                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4988                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4989                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4990                                 R_RenderView_UpdateViewVectors();
4991                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4992                                 {
4993                                         r_refdef.view.usecustompvs = true;
4994                                         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);
4995                                 }
4996                         }
4997
4998                         PlaneClassify(&r_refdef.view.clipplane);
4999
5000                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5001                         GL_ScissorTest(false);
5002                         R_ClearScreen(r_refdef.fogenabled);
5003                         GL_ScissorTest(true);
5004                         if(r_water_scissormode.integer & 2)
5005                                 R_View_UpdateWithScissor(myscissor);
5006                         else
5007                                 R_View_Update();
5008                         R_AnimCache_CacheVisibleEntities();
5009                         if(r_water_scissormode.integer & 1)
5010                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5011                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5012
5013                         r_fb.water.hideplayer = false;
5014                         p->rt_refraction = rt;
5015                 }
5016                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5017                 {
5018                         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);
5019                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5020                                 goto error;
5021                         r_refdef.view = myview;
5022
5023                         r_refdef.view.clipplane = p->plane;
5024                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5025                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5026
5027                         r_refdef.view.width = r_fb.water.camerawidth;
5028                         r_refdef.view.height = r_fb.water.cameraheight;
5029                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5030                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5031                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5032                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5033
5034                         if(p->camera_entity)
5035                         {
5036                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5037                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5038                         }
5039
5040                         // note: all of the view is used for displaying... so
5041                         // there is no use in scissoring
5042
5043                         // reverse the cullface settings for this render
5044                         r_refdef.view.cullface_front = GL_FRONT;
5045                         r_refdef.view.cullface_back = GL_BACK;
5046                         // also reverse the view matrix
5047                         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
5048                         R_RenderView_UpdateViewVectors();
5049                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5050                         {
5051                                 r_refdef.view.usecustompvs = true;
5052                                 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);
5053                         }
5054                         
5055                         // camera needs no clipplane
5056                         r_refdef.view.useclipplane = false;
5057                         // TODO: is the camera origin always valid?  if so we don't need to clear this
5058                         r_refdef.view.usevieworiginculling = false;
5059
5060                         PlaneClassify(&r_refdef.view.clipplane);
5061
5062                         r_fb.water.hideplayer = false;
5063
5064                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5065                         GL_ScissorTest(false);
5066                         R_ClearScreen(r_refdef.fogenabled);
5067                         GL_ScissorTest(true);
5068                         R_View_Update();
5069                         R_AnimCache_CacheVisibleEntities();
5070                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5071
5072                         r_fb.water.hideplayer = false;
5073                         p->rt_camera = rt;
5074                 }
5075
5076         }
5077         r_fb.water.renderingscene = false;
5078         r_refdef.view = originalview;
5079         R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5080         R_View_Update();
5081         R_AnimCache_CacheVisibleEntities();
5082         goto finish;
5083 error:
5084         r_refdef.view = originalview;
5085         r_fb.water.renderingscene = false;
5086         Cvar_SetValueQuick(&r_water, 0);
5087         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5088 finish:
5089         // lowquality hack, restore cvars
5090         if (qualityreduction > 0)
5091         {
5092                 if (qualityreduction >= 1)
5093                 {
5094                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5095                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5096                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5097                 }
5098                 if (qualityreduction >= 2)
5099                 {
5100                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5101                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5102                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5103                 }
5104         }
5105 }
5106
5107 static void R_Bloom_StartFrame(void)
5108 {
5109         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5110         int viewwidth, viewheight;
5111         textype_t textype = TEXTYPE_COLORBUFFER;
5112
5113         // clear the pointers to rendertargets from last frame as they're stale
5114         r_fb.rt_screen = NULL;
5115         r_fb.rt_bloom = NULL;
5116
5117         switch (vid.renderpath)
5118         {
5119         case RENDERPATH_GL32:
5120                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5121                 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5122                 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5123                 break;
5124         case RENDERPATH_GLES2:
5125                 r_fb.usedepthtextures = false;
5126                 break;
5127         }
5128
5129         if (r_viewscale_fpsscaling.integer)
5130         {
5131                 double actualframetime;
5132                 double targetframetime;
5133                 double adjust;
5134                 actualframetime = r_refdef.lastdrawscreentime;
5135                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5136                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5137                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5138                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5139                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5140                 viewscalefpsadjusted += adjust;
5141                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5142         }
5143         else
5144                 viewscalefpsadjusted = 1.0f;
5145
5146         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5147
5148         // set bloomwidth and bloomheight to the bloom resolution that will be
5149         // used (often less than the screen resolution for faster rendering)
5150         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5151         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5152         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5153         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5154         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5155
5156         // calculate desired texture sizes
5157         screentexturewidth = viewwidth;
5158         screentextureheight = viewheight;
5159         bloomtexturewidth = r_fb.bloomwidth;
5160         bloomtextureheight = r_fb.bloomheight;
5161
5162         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))
5163         {
5164                 Cvar_SetValueQuick(&r_bloom, 0);
5165                 Cvar_SetValueQuick(&r_motionblur, 0);
5166                 Cvar_SetValueQuick(&r_damageblur, 0);
5167         }
5168
5169         // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5170         if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5171         {
5172                 if (r_fb.ghosttexture)
5173                         R_FreeTexture(r_fb.ghosttexture);
5174                 r_fb.ghosttexture = NULL;
5175
5176                 r_fb.screentexturewidth = screentexturewidth;
5177                 r_fb.screentextureheight = screentextureheight;
5178                 r_fb.textype = textype;
5179
5180                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5181                 {
5182                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
5183                                 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);
5184                         r_fb.ghosttexture_valid = false;
5185                 }
5186         }
5187
5188         if (r_bloom.integer)
5189         {
5190                 // bloom texture is a different resolution
5191                 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5192                 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5193                 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5194         }
5195         else
5196                 r_fb.bloomwidth = r_fb.bloomheight = 0;
5197
5198         r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5199
5200         r_refdef.view.clear = true;
5201 }
5202
5203 static void R_Bloom_MakeTexture(void)
5204 {
5205         int x, range, dir;
5206         float xoffset, yoffset, r, brighten;
5207         float colorscale = r_bloom_colorscale.value;
5208         r_viewport_t bloomviewport;
5209         r_rendertarget_t *prev, *cur;
5210         textype_t textype = r_fb.rt_screen->colortextype[0];
5211
5212         r_refdef.stats[r_stat_bloom]++;
5213
5214         R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5215
5216         // scale down screen texture to the bloom texture size
5217         CHECKGLERROR
5218         prev = r_fb.rt_screen;
5219         cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5220         R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5221         R_SetViewport(&bloomviewport);
5222         GL_CullFace(GL_NONE);
5223         GL_DepthTest(false);
5224         GL_BlendFunc(GL_ONE, GL_ZERO);
5225         GL_Color(colorscale, colorscale, colorscale, 1);
5226         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5227         // TODO: do boxfilter scale-down in shader?
5228         R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5229         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5230         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5231         // we now have a properly scaled bloom image
5232
5233         // multiply bloom image by itself as many times as desired to darken it
5234         // TODO: if people actually use this it could be done more quickly in the previous shader pass
5235         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5236         {
5237                 prev = cur;
5238                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5239                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5240                 x *= 2;
5241                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5242                 if(x <= 2)
5243                         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5244                 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5245                 GL_Color(1,1,1,1); // no fix factor supported here
5246                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5247                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5248                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5249                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5250         }
5251         CHECKGLERROR
5252
5253         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5254         brighten = r_bloom_brighten.value;
5255         brighten = sqrt(brighten);
5256         if(range >= 1)
5257                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5258
5259         for (dir = 0;dir < 2;dir++)
5260         {
5261                 prev = cur;
5262                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5263                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5264                 // blend on at multiple vertical offsets to achieve a vertical blur
5265                 // TODO: do offset blends using GLSL
5266                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5267                 CHECKGLERROR
5268                 GL_BlendFunc(GL_ONE, GL_ZERO);
5269                 CHECKGLERROR
5270                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5271                 CHECKGLERROR
5272                 for (x = -range;x <= range;x++)
5273                 {
5274                         if (!dir){xoffset = 0;yoffset = x;}
5275                         else {xoffset = x;yoffset = 0;}
5276                         xoffset /= (float)prev->texturewidth;
5277                         yoffset /= (float)prev->textureheight;
5278                         // compute a texcoord array with the specified x and y offset
5279                         r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5280                         r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5281                         r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5282                         r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5283                         r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5284                         r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5285                         r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5286                         r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5287                         // this r value looks like a 'dot' particle, fading sharply to
5288                         // black at the edges
5289                         // (probably not realistic but looks good enough)
5290                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5291                         //r = brighten/(range*2+1);
5292                         r = brighten / (range * 2 + 1);
5293                         if(range >= 1)
5294                                 r *= (1 - x*x/(float)((range+1)*(range+1)));
5295                         if (r <= 0)
5296                                 continue;
5297                         CHECKGLERROR
5298                         GL_Color(r, r, r, 1);
5299                         CHECKGLERROR
5300                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5301                         CHECKGLERROR
5302                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5303                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5304                         CHECKGLERROR
5305                         GL_BlendFunc(GL_ONE, GL_ONE);
5306                         CHECKGLERROR
5307                 }
5308         }
5309
5310         // now we have the bloom image, so keep track of it
5311         r_fb.rt_bloom = cur;
5312 }
5313
5314 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5315 {
5316         dpuint64 permutation;
5317         float uservecs[4][4];
5318         rtexture_t *viewtexture;
5319         rtexture_t *bloomtexture;
5320
5321         R_EntityMatrix(&identitymatrix);
5322
5323         if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5324         {
5325                 // declare variables
5326                 float blur_factor, blur_mouseaccel, blur_velocity;
5327                 static float blur_average; 
5328                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5329
5330                 // set a goal for the factoring
5331                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
5332                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5333                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
5334                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5335                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
5336                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
5337
5338                 // from the goal, pick an averaged value between goal and last value
5339                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5340                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5341
5342                 // enforce minimum amount of blur 
5343                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5344
5345                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5346
5347                 // calculate values into a standard alpha
5348                 cl.motionbluralpha = 1 - exp(-
5349                                 (
5350                                         (r_motionblur.value * blur_factor / 80)
5351                                         +
5352                                         (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5353                                 )
5354                                 /
5355                                 max(0.0001, cl.time - cl.oldtime) // fps independent
5356                                 );
5357
5358                 // randomization for the blur value to combat persistent ghosting
5359                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5360                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5361
5362                 // apply the blur
5363                 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5364                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5365                 {
5366                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5367                         GL_Color(1, 1, 1, cl.motionbluralpha);
5368                         R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5369                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5370                         R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5371                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5372                         r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5373                 }
5374
5375                 // updates old view angles for next pass
5376                 VectorCopy(cl.viewangles, blur_oldangles);
5377
5378                 // copy view into the ghost texture
5379                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5380                 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5381                 r_fb.ghosttexture_valid = true;
5382         }
5383
5384         if (r_fb.bloomwidth)
5385         {
5386                 // make the bloom texture
5387                 R_Bloom_MakeTexture();
5388         }
5389
5390 #if _MSC_VER >= 1400
5391 #define sscanf sscanf_s
5392 #endif
5393         memset(uservecs, 0, sizeof(uservecs));
5394         if (r_glsl_postprocess_uservec1_enable.integer)
5395                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5396         if (r_glsl_postprocess_uservec2_enable.integer)
5397                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5398         if (r_glsl_postprocess_uservec3_enable.integer)
5399                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5400         if (r_glsl_postprocess_uservec4_enable.integer)
5401                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5402
5403         // render to the screen fbo
5404         R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5405         GL_Color(1, 1, 1, 1);
5406         GL_BlendFunc(GL_ONE, GL_ZERO);
5407
5408         viewtexture = r_fb.rt_screen->colortexture[0];
5409         bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5410
5411         if (r_rendertarget_debug.integer >= 0)
5412         {
5413                 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5414                 if (rt && rt->colortexture[0])
5415                 {
5416                         viewtexture = rt->colortexture[0];
5417                         bloomtexture = NULL;
5418                 }
5419         }
5420
5421         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5422         switch(vid.renderpath)
5423         {
5424         case RENDERPATH_GL32:
5425         case RENDERPATH_GLES2:
5426                 permutation =
5427                         (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5428                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5429                         | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5430                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5431                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5432                 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5433                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , viewtexture);
5434                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , bloomtexture);
5435                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
5436                 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]);
5437                 if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5438                 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]);
5439                 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]);
5440                 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]);
5441                 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]);
5442                 if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
5443                 if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5444                 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);
5445                 break;
5446         }
5447         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5448         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5449 }
5450
5451 matrix4x4_t r_waterscrollmatrix;
5452
5453 void R_UpdateFog(void)
5454 {
5455         // Nehahra fog
5456         if (gamemode == GAME_NEHAHRA)
5457         {
5458                 if (gl_fogenable.integer)
5459                 {
5460                         r_refdef.oldgl_fogenable = true;
5461                         r_refdef.fog_density = gl_fogdensity.value;
5462                         r_refdef.fog_red = gl_fogred.value;
5463                         r_refdef.fog_green = gl_foggreen.value;
5464                         r_refdef.fog_blue = gl_fogblue.value;
5465                         r_refdef.fog_alpha = 1;
5466                         r_refdef.fog_start = 0;
5467                         r_refdef.fog_end = gl_skyclip.value;
5468                         r_refdef.fog_height = 1<<30;
5469                         r_refdef.fog_fadedepth = 128;
5470                 }
5471                 else if (r_refdef.oldgl_fogenable)
5472                 {
5473                         r_refdef.oldgl_fogenable = false;
5474                         r_refdef.fog_density = 0;
5475                         r_refdef.fog_red = 0;
5476                         r_refdef.fog_green = 0;
5477                         r_refdef.fog_blue = 0;
5478                         r_refdef.fog_alpha = 0;
5479                         r_refdef.fog_start = 0;
5480                         r_refdef.fog_end = 0;
5481                         r_refdef.fog_height = 1<<30;
5482                         r_refdef.fog_fadedepth = 128;
5483                 }
5484         }
5485
5486         // fog parms
5487         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5488         r_refdef.fog_start = max(0, r_refdef.fog_start);
5489         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5490
5491         if (r_refdef.fog_density && r_drawfog.integer)
5492         {
5493                 r_refdef.fogenabled = true;
5494                 // this is the point where the fog reaches 0.9986 alpha, which we
5495                 // consider a good enough cutoff point for the texture
5496                 // (0.9986 * 256 == 255.6)
5497                 if (r_fog_exp2.integer)
5498                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5499                 else
5500                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5501                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5502                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5503                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5504                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5505                         R_BuildFogHeightTexture();
5506                 // fog color was already set
5507                 // update the fog texture
5508                 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)
5509                         R_BuildFogTexture();
5510                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5511                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5512         }
5513         else
5514                 r_refdef.fogenabled = false;
5515
5516         // fog color
5517         if (r_refdef.fog_density)
5518         {
5519                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5520                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5521                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5522
5523                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5524                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5525                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5526                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5527
5528                 {
5529                         vec3_t fogvec;
5530                         VectorCopy(r_refdef.fogcolor, fogvec);
5531                         //   color.rgb *= ContrastBoost * SceneBrightness;
5532                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5533                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5534                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5535                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5536                 }
5537         }
5538 }
5539
5540 void R_UpdateVariables(void)
5541 {
5542         R_Textures_Frame();
5543
5544         r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5545
5546         r_refdef.farclip = r_farclip_base.value;
5547         if (r_refdef.scene.worldmodel)
5548                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5549         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5550
5551         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5552                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5553         r_refdef.polygonfactor = 0;
5554         r_refdef.polygonoffset = 0;
5555
5556         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5557         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5558         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5559         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5560         r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5561         if (FAKELIGHT_ENABLED)
5562         {
5563                 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5564         }
5565         else if (r_refdef.scene.worldmodel)
5566         {
5567                 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5568         }
5569         if (r_showsurfaces.integer)
5570         {
5571                 r_refdef.scene.rtworld = false;
5572                 r_refdef.scene.rtworldshadows = false;
5573                 r_refdef.scene.rtdlight = false;
5574                 r_refdef.scene.rtdlightshadows = false;
5575                 r_refdef.scene.lightmapintensity = 0;
5576         }
5577
5578         r_gpuskeletal = false;
5579         switch(vid.renderpath)
5580         {
5581         case RENDERPATH_GL32:
5582                 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5583         case RENDERPATH_GLES2:
5584                 if(!vid_gammatables_trivial)
5585                 {
5586                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5587                         {
5588                                 // build GLSL gamma texture
5589 #define RAMPWIDTH 256
5590                                 unsigned short ramp[RAMPWIDTH * 3];
5591                                 unsigned char rampbgr[RAMPWIDTH][4];
5592                                 int i;
5593
5594                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5595
5596                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5597                                 for(i = 0; i < RAMPWIDTH; ++i)
5598                                 {
5599                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5600                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5601                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5602                                         rampbgr[i][3] = 0;
5603                                 }
5604                                 if (r_texture_gammaramps)
5605                                 {
5606                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5607                                 }
5608                                 else
5609                                 {
5610                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5611                                 }
5612                         }
5613                 }
5614                 else
5615                 {
5616                         // remove GLSL gamma texture
5617                 }
5618                 break;
5619         }
5620 }
5621
5622 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5623 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5624 /*
5625 ================
5626 R_SelectScene
5627 ================
5628 */
5629 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5630         if( scenetype != r_currentscenetype ) {
5631                 // store the old scenetype
5632                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5633                 r_currentscenetype = scenetype;
5634                 // move in the new scene
5635                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5636         }
5637 }
5638
5639 /*
5640 ================
5641 R_GetScenePointer
5642 ================
5643 */
5644 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5645 {
5646         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5647         if( scenetype == r_currentscenetype ) {
5648                 return &r_refdef.scene;
5649         } else {
5650                 return &r_scenes_store[ scenetype ];
5651         }
5652 }
5653
5654 static int R_SortEntities_Compare(const void *ap, const void *bp)
5655 {
5656         const entity_render_t *a = *(const entity_render_t **)ap;
5657         const entity_render_t *b = *(const entity_render_t **)bp;
5658
5659         // 1. compare model
5660         if(a->model < b->model)
5661                 return -1;
5662         if(a->model > b->model)
5663                 return +1;
5664
5665         // 2. compare skin
5666         // TODO possibly calculate the REAL skinnum here first using
5667         // skinscenes?
5668         if(a->skinnum < b->skinnum)
5669                 return -1;
5670         if(a->skinnum > b->skinnum)
5671                 return +1;
5672
5673         // everything we compared is equal
5674         return 0;
5675 }
5676 static void R_SortEntities(void)
5677 {
5678         // below or equal 2 ents, sorting never gains anything
5679         if(r_refdef.scene.numentities <= 2)
5680                 return;
5681         // sort
5682         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5683 }
5684
5685 /*
5686 ================
5687 R_RenderView
5688 ================
5689 */
5690 extern cvar_t r_shadow_bouncegrid;
5691 extern cvar_t v_isometric;
5692 extern void V_MakeViewIsometric(void);
5693 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5694 {
5695         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5696         int viewfbo = 0;
5697         rtexture_t *viewdepthtexture = NULL;
5698         rtexture_t *viewcolortexture = NULL;
5699         int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5700
5701         // finish any 2D rendering that was queued
5702         DrawQ_Finish();
5703
5704         if (r_timereport_active)
5705                 R_TimeReport("start");
5706         r_textureframe++; // used only by R_GetCurrentTexture
5707         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5708
5709         if(R_CompileShader_CheckStaticParms())
5710                 R_GLSL_Restart_f();
5711
5712         if (!r_drawentities.integer)
5713                 r_refdef.scene.numentities = 0;
5714         else if (r_sortentities.integer)
5715                 R_SortEntities();
5716
5717         R_AnimCache_ClearCache();
5718
5719         /* adjust for stereo display */
5720         if(R_Stereo_Active())
5721         {
5722                 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);
5723                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5724         }
5725
5726         if (r_refdef.view.isoverlay)
5727         {
5728                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5729                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5730                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5731                 R_TimeReport("depthclear");
5732
5733                 r_refdef.view.showdebug = false;
5734
5735                 r_fb.water.enabled = false;
5736                 r_fb.water.numwaterplanes = 0;
5737
5738                 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5739
5740                 r_refdef.view.matrix = originalmatrix;
5741
5742                 CHECKGLERROR
5743                 return;
5744         }
5745
5746         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5747         {
5748                 r_refdef.view.matrix = originalmatrix;
5749                 return;
5750         }
5751
5752         r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5753         if (v_isometric.integer && r_refdef.view.ismain)
5754                 V_MakeViewIsometric();
5755
5756         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5757
5758         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5759                 // in sRGB fallback, behave similar to true sRGB: convert this
5760                 // value from linear to sRGB
5761                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5762
5763         R_RenderView_UpdateViewVectors();
5764
5765         R_Shadow_UpdateWorldLightSelection();
5766
5767         // this will set up r_fb.rt_screen
5768         R_Bloom_StartFrame();
5769
5770         // apply bloom brightness offset
5771         if(r_fb.rt_bloom)
5772                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5773
5774         // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5775         if (r_fb.rt_screen)
5776         {
5777                 viewfbo = r_fb.rt_screen->fbo;
5778                 viewdepthtexture = r_fb.rt_screen->depthtexture;
5779                 viewcolortexture = r_fb.rt_screen->colortexture[0];
5780                 viewx = 0;
5781                 viewy = 0;
5782                 viewwidth = width;
5783                 viewheight = height;
5784         }
5785
5786         R_Water_StartFrame();
5787
5788         CHECKGLERROR
5789         if (r_timereport_active)
5790                 R_TimeReport("viewsetup");
5791
5792         R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5793
5794         // clear the whole fbo every frame - otherwise the driver will consider
5795         // it to be an inter-frame texture and stall in multi-gpu configurations
5796         if (r_fb.rt_screen)
5797                 GL_ScissorTest(false);
5798         R_ClearScreen(r_refdef.fogenabled);
5799         if (r_timereport_active)
5800                 R_TimeReport("viewclear");
5801
5802         r_refdef.view.clear = true;
5803
5804         r_refdef.view.showdebug = true;
5805
5806         R_View_Update();
5807         if (r_timereport_active)
5808                 R_TimeReport("visibility");
5809
5810         R_AnimCache_CacheVisibleEntities();
5811         if (r_timereport_active)
5812                 R_TimeReport("animcache");
5813
5814         R_Shadow_UpdateBounceGridTexture();
5815         if (r_timereport_active && r_shadow_bouncegrid.integer)
5816                 R_TimeReport("bouncegrid");
5817
5818         r_fb.water.numwaterplanes = 0;
5819         if (r_fb.water.enabled)
5820                 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5821
5822         // for the actual view render we use scissoring a fair amount, so scissor
5823         // test needs to be on
5824         if (r_fb.rt_screen)
5825                 GL_ScissorTest(true);
5826         GL_Scissor(viewx, viewy, viewwidth, viewheight);
5827         R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5828         r_fb.water.numwaterplanes = 0;
5829
5830         // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5831         GL_ScissorTest(false);
5832
5833         R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5834         if (r_timereport_active)
5835                 R_TimeReport("blendview");
5836
5837         r_refdef.view.matrix = originalmatrix;
5838
5839         CHECKGLERROR
5840
5841         // go back to 2d rendering
5842         DrawQ_Start();
5843 }
5844
5845 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5846 {
5847         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5848         {
5849                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5850                 if (r_timereport_active)
5851                         R_TimeReport("waterworld");
5852         }
5853
5854         // don't let sound skip if going slow
5855         if (r_refdef.scene.extraupdate)
5856                 S_ExtraUpdate ();
5857
5858         R_DrawModelsAddWaterPlanes();
5859         if (r_timereport_active)
5860                 R_TimeReport("watermodels");
5861
5862         if (r_fb.water.numwaterplanes)
5863         {
5864                 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5865                 if (r_timereport_active)
5866                         R_TimeReport("waterscenes");
5867         }
5868 }
5869
5870 extern cvar_t cl_locs_show;
5871 static void R_DrawLocs(void);
5872 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5873 static void R_DrawModelDecals(void);
5874 extern cvar_t cl_decals_newsystem;
5875 extern qboolean r_shadow_usingdeferredprepass;
5876 extern int r_shadow_shadowmapatlas_modelshadows_size;
5877 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5878 {
5879         qboolean shadowmapping = false;
5880
5881         if (r_timereport_active)
5882                 R_TimeReport("beginscene");
5883
5884         r_refdef.stats[r_stat_renders]++;
5885
5886         R_UpdateFog();
5887
5888         // don't let sound skip if going slow
5889         if (r_refdef.scene.extraupdate)
5890                 S_ExtraUpdate ();
5891
5892         R_MeshQueue_BeginScene();
5893
5894         R_SkyStartFrame();
5895
5896         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);
5897
5898         if (r_timereport_active)
5899                 R_TimeReport("skystartframe");
5900
5901         if (cl.csqc_vidvars.drawworld)
5902         {
5903                 // don't let sound skip if going slow
5904                 if (r_refdef.scene.extraupdate)
5905                         S_ExtraUpdate ();
5906
5907                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5908                 {
5909                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5910                         if (r_timereport_active)
5911                                 R_TimeReport("worldsky");
5912                 }
5913
5914                 if (R_DrawBrushModelsSky() && r_timereport_active)
5915                         R_TimeReport("bmodelsky");
5916
5917                 if (skyrendermasked && skyrenderlater)
5918                 {
5919                         // we have to force off the water clipping plane while rendering sky
5920                         R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5921                         R_Sky();
5922                         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5923                         if (r_timereport_active)
5924                                 R_TimeReport("sky");
5925                 }
5926         }
5927
5928         // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5929         r_shadow_viewfbo = viewfbo;
5930         r_shadow_viewdepthtexture = viewdepthtexture;
5931         r_shadow_viewcolortexture = viewcolortexture;
5932         r_shadow_viewx = viewx;
5933         r_shadow_viewy = viewy;
5934         r_shadow_viewwidth = viewwidth;
5935         r_shadow_viewheight = viewheight;
5936
5937         R_Shadow_PrepareModelShadows();
5938         R_Shadow_PrepareLights();
5939         if (r_timereport_active)
5940                 R_TimeReport("preparelights");
5941
5942         // render all the shadowmaps that will be used for this view
5943         shadowmapping = R_Shadow_ShadowMappingEnabled();
5944         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5945         {
5946                 R_Shadow_DrawShadowMaps();
5947                 if (r_timereport_active)
5948                         R_TimeReport("shadowmaps");
5949         }
5950
5951         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5952         if (r_shadow_usingdeferredprepass)
5953                 R_Shadow_DrawPrepass();
5954
5955         // now we begin the forward pass of the view render
5956         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5957         {
5958                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5959                 if (r_timereport_active)
5960                         R_TimeReport("worlddepth");
5961         }
5962         if (r_depthfirst.integer >= 2)
5963         {
5964                 R_DrawModelsDepth();
5965                 if (r_timereport_active)
5966                         R_TimeReport("modeldepth");
5967         }
5968
5969         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5970         {
5971                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5972                 if (r_timereport_active)
5973                         R_TimeReport("world");
5974         }
5975
5976         // don't let sound skip if going slow
5977         if (r_refdef.scene.extraupdate)
5978                 S_ExtraUpdate ();
5979
5980         R_DrawModels();
5981         if (r_timereport_active)
5982                 R_TimeReport("models");
5983
5984         // don't let sound skip if going slow
5985         if (r_refdef.scene.extraupdate)
5986                 S_ExtraUpdate ();
5987
5988         if (!r_shadow_usingdeferredprepass)
5989         {
5990                 R_Shadow_DrawLights();
5991                 if (r_timereport_active)
5992                         R_TimeReport("rtlights");
5993         }
5994
5995         // don't let sound skip if going slow
5996         if (r_refdef.scene.extraupdate)
5997                 S_ExtraUpdate ();
5998
5999         if (cl.csqc_vidvars.drawworld)
6000         {
6001                 if (cl_decals_newsystem.integer)
6002                 {
6003                         R_DrawModelDecals();
6004                         if (r_timereport_active)
6005                                 R_TimeReport("modeldecals");
6006                 }
6007                 else
6008                 {
6009                         R_DrawDecals();
6010                         if (r_timereport_active)
6011                                 R_TimeReport("decals");
6012                 }
6013
6014                 R_DrawParticles();
6015                 if (r_timereport_active)
6016                         R_TimeReport("particles");
6017
6018                 R_DrawExplosions();
6019                 if (r_timereport_active)
6020                         R_TimeReport("explosions");
6021         }
6022
6023         if (r_refdef.view.showdebug)
6024         {
6025                 if (cl_locs_show.integer)
6026                 {
6027                         R_DrawLocs();
6028                         if (r_timereport_active)
6029                                 R_TimeReport("showlocs");
6030                 }
6031
6032                 if (r_drawportals.integer)
6033                 {
6034                         R_DrawPortals();
6035                         if (r_timereport_active)
6036                                 R_TimeReport("portals");
6037                 }
6038
6039                 if (r_showbboxes_client.value > 0)
6040                 {
6041                         R_DrawEntityBBoxes(CLVM_prog);
6042                         if (r_timereport_active)
6043                                 R_TimeReport("clbboxes");
6044                 }
6045                 if (r_showbboxes.value > 0)
6046                 {
6047                         R_DrawEntityBBoxes(SVVM_prog);
6048                         if (r_timereport_active)
6049                                 R_TimeReport("svbboxes");
6050                 }
6051         }
6052
6053         if (r_transparent.integer)
6054         {
6055                 R_MeshQueue_RenderTransparent();
6056                 if (r_timereport_active)
6057                         R_TimeReport("drawtrans");
6058         }
6059
6060         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))
6061         {
6062                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6063                 if (r_timereport_active)
6064                         R_TimeReport("worlddebug");
6065                 R_DrawModelsDebug();
6066                 if (r_timereport_active)
6067                         R_TimeReport("modeldebug");
6068         }
6069
6070         if (cl.csqc_vidvars.drawworld)
6071         {
6072                 R_Shadow_DrawCoronas();
6073                 if (r_timereport_active)
6074                         R_TimeReport("coronas");
6075         }
6076
6077         // don't let sound skip if going slow
6078         if (r_refdef.scene.extraupdate)
6079                 S_ExtraUpdate ();
6080 }
6081
6082 static const unsigned short bboxelements[36] =
6083 {
6084         5, 1, 3, 5, 3, 7,
6085         6, 2, 0, 6, 0, 4,
6086         7, 3, 2, 7, 2, 6,
6087         4, 0, 1, 4, 1, 5,
6088         4, 5, 7, 4, 7, 6,
6089         1, 0, 2, 1, 2, 3,
6090 };
6091
6092 #define BBOXEDGES 13
6093 static const float bboxedges[BBOXEDGES][6] = 
6094 {
6095         // whole box
6096         { 0, 0, 0, 1, 1, 1 },
6097         // bottom edges
6098         { 0, 0, 0, 0, 1, 0 },
6099         { 0, 0, 0, 1, 0, 0 },
6100         { 0, 1, 0, 1, 1, 0 },
6101         { 1, 0, 0, 1, 1, 0 },
6102         // top edges
6103         { 0, 0, 1, 0, 1, 1 },
6104         { 0, 0, 1, 1, 0, 1 },
6105         { 0, 1, 1, 1, 1, 1 },
6106         { 1, 0, 1, 1, 1, 1 },
6107         // vertical edges
6108         { 0, 0, 0, 0, 0, 1 },
6109         { 1, 0, 0, 1, 0, 1 },
6110         { 0, 1, 0, 0, 1, 1 },
6111         { 1, 1, 0, 1, 1, 1 },
6112 };
6113
6114 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6115 {
6116         int numvertices = BBOXEDGES * 8;
6117         float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6118         int numtriangles = BBOXEDGES * 12;
6119         unsigned short elements[BBOXEDGES * 36];
6120         int i, edge;
6121         float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6122
6123         RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6124
6125         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6126         GL_DepthMask(false);
6127         GL_DepthRange(0, 1);
6128         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6129
6130         for (edge = 0; edge < BBOXEDGES; edge++)
6131         {
6132                 for (i = 0; i < 3; i++)
6133                 {
6134                         edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6135                         edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6136                 }
6137                 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6138                 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6139                 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6140                 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6141                 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6142                 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6143                 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6144                 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6145                 for (i = 0; i < 36; i++)
6146                         elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6147         }
6148         R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6149         if (r_refdef.fogenabled)
6150         {
6151                 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6152                 {
6153                         f1 = RSurf_FogVertex(v);
6154                         f2 = 1 - f1;
6155                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6156                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6157                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6158                 }
6159         }
6160         R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6161         R_Mesh_ResetTextureState();
6162         R_SetupShader_Generic_NoTexture(false, false);
6163         R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6164 }
6165
6166 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6167 {
6168         // hacky overloading of the parameters
6169         prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6170         int i;
6171         float color[4];
6172         prvm_edict_t *edict;
6173
6174         GL_CullFace(GL_NONE);
6175         R_SetupShader_Generic_NoTexture(false, false);
6176
6177         for (i = 0;i < numsurfaces;i++)
6178         {
6179                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6180                 switch ((int)PRVM_serveredictfloat(edict, solid))
6181                 {
6182                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6183                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6184                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6185                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6186                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6187                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
6188                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6189                 }
6190                 if (prog == CLVM_prog)
6191                         color[3] *= r_showbboxes_client.value;
6192                 else
6193                         color[3] *= r_showbboxes.value;
6194                 color[3] = bound(0, color[3], 1);
6195                 GL_DepthTest(!r_showdisabledepthtest.integer);
6196                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6197         }
6198 }
6199
6200 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6201 {
6202         int i;
6203         prvm_edict_t *edict;
6204         vec3_t center;
6205
6206         if (prog == NULL)
6207                 return;
6208
6209         for (i = 0; i < prog->num_edicts; i++)
6210         {
6211                 edict = PRVM_EDICT_NUM(i);
6212                 if (edict->priv.server->free)
6213                         continue;
6214                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6215                 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6216                         continue;
6217                 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6218                         continue;
6219                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6220                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6221         }
6222 }
6223
6224 static const int nomodelelement3i[24] =
6225 {
6226         5, 2, 0,
6227         5, 1, 2,
6228         5, 0, 3,
6229         5, 3, 1,
6230         0, 2, 4,
6231         2, 1, 4,
6232         3, 0, 4,
6233         1, 3, 4
6234 };
6235
6236 static const unsigned short nomodelelement3s[24] =
6237 {
6238         5, 2, 0,
6239         5, 1, 2,
6240         5, 0, 3,
6241         5, 3, 1,
6242         0, 2, 4,
6243         2, 1, 4,
6244         3, 0, 4,
6245         1, 3, 4
6246 };
6247
6248 static const float nomodelvertex3f[6*3] =
6249 {
6250         -16,   0,   0,
6251          16,   0,   0,
6252           0, -16,   0,
6253           0,  16,   0,
6254           0,   0, -16,
6255           0,   0,  16
6256 };
6257
6258 static const float nomodelcolor4f[6*4] =
6259 {
6260         0.0f, 0.0f, 0.5f, 1.0f,
6261         0.0f, 0.0f, 0.5f, 1.0f,
6262         0.0f, 0.5f, 0.0f, 1.0f,
6263         0.0f, 0.5f, 0.0f, 1.0f,
6264         0.5f, 0.0f, 0.0f, 1.0f,
6265         0.5f, 0.0f, 0.0f, 1.0f
6266 };
6267
6268 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6269 {
6270         int i;
6271         float f1, f2, *c;
6272         float color4f[6*4];
6273
6274         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);
6275
6276         // this is only called once per entity so numsurfaces is always 1, and
6277         // surfacelist is always {0}, so this code does not handle batches
6278
6279         if (rsurface.ent_flags & RENDER_ADDITIVE)
6280         {
6281                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6282                 GL_DepthMask(false);
6283         }
6284         else if (ent->alpha < 1)
6285         {
6286                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6287                 GL_DepthMask(false);
6288         }
6289         else
6290         {
6291                 GL_BlendFunc(GL_ONE, GL_ZERO);
6292                 GL_DepthMask(true);
6293         }
6294         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6295         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6296         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6297         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6298         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6299         for (i = 0, c = color4f;i < 6;i++, c += 4)
6300         {
6301                 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6302                 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6303                 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6304                 c[3] *= ent->alpha;
6305         }
6306         if (r_refdef.fogenabled)
6307         {
6308                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6309                 {
6310                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6311                         f2 = 1 - f1;
6312                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6313                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6314                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6315                 }
6316         }
6317 //      R_Mesh_ResetTextureState();
6318         R_SetupShader_Generic_NoTexture(false, false);
6319         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6320         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6321 }
6322
6323 void R_DrawNoModel(entity_render_t *ent)
6324 {
6325         vec3_t org;
6326         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6327         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6328                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6329         else
6330                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6331 }
6332
6333 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6334 {
6335         vec3_t right1, right2, diff, normal;
6336
6337         VectorSubtract (org2, org1, normal);
6338
6339         // calculate 'right' vector for start
6340         VectorSubtract (r_refdef.view.origin, org1, diff);
6341         CrossProduct (normal, diff, right1);
6342         VectorNormalize (right1);
6343
6344         // calculate 'right' vector for end
6345         VectorSubtract (r_refdef.view.origin, org2, diff);
6346         CrossProduct (normal, diff, right2);
6347         VectorNormalize (right2);
6348
6349         vert[ 0] = org1[0] + width * right1[0];
6350         vert[ 1] = org1[1] + width * right1[1];
6351         vert[ 2] = org1[2] + width * right1[2];
6352         vert[ 3] = org1[0] - width * right1[0];
6353         vert[ 4] = org1[1] - width * right1[1];
6354         vert[ 5] = org1[2] - width * right1[2];
6355         vert[ 6] = org2[0] - width * right2[0];
6356         vert[ 7] = org2[1] - width * right2[1];
6357         vert[ 8] = org2[2] - width * right2[2];
6358         vert[ 9] = org2[0] + width * right2[0];
6359         vert[10] = org2[1] + width * right2[1];
6360         vert[11] = org2[2] + width * right2[2];
6361 }
6362
6363 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)
6364 {
6365         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6366         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6367         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6368         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6369         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6370         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6371         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6372         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6373         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6374         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6375         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6376         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6377 }
6378
6379 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6380 {
6381         int i;
6382         float *vertex3f;
6383         float v[3];
6384         VectorSet(v, x, y, z);
6385         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6386                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6387                         break;
6388         if (i == mesh->numvertices)
6389         {
6390                 if (mesh->numvertices < mesh->maxvertices)
6391                 {
6392                         VectorCopy(v, vertex3f);
6393                         mesh->numvertices++;
6394                 }
6395                 return mesh->numvertices;
6396         }
6397         else
6398                 return i;
6399 }
6400
6401 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6402 {
6403         int i;
6404         int *e, element[3];
6405         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6406         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6407         e = mesh->element3i + mesh->numtriangles * 3;
6408         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6409         {
6410                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6411                 if (mesh->numtriangles < mesh->maxtriangles)
6412                 {
6413                         *e++ = element[0];
6414                         *e++ = element[1];
6415                         *e++ = element[2];
6416                         mesh->numtriangles++;
6417                 }
6418                 element[1] = element[2];
6419         }
6420 }
6421
6422 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6423 {
6424         int i;
6425         int *e, element[3];
6426         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6427         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6428         e = mesh->element3i + mesh->numtriangles * 3;
6429         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6430         {
6431                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6432                 if (mesh->numtriangles < mesh->maxtriangles)
6433                 {
6434                         *e++ = element[0];
6435                         *e++ = element[1];
6436                         *e++ = element[2];
6437                         mesh->numtriangles++;
6438                 }
6439                 element[1] = element[2];
6440         }
6441 }
6442
6443 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6444 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6445 {
6446         int planenum, planenum2;
6447         int w;
6448         int tempnumpoints;
6449         mplane_t *plane, *plane2;
6450         double maxdist;
6451         double temppoints[2][256*3];
6452         // figure out how large a bounding box we need to properly compute this brush
6453         maxdist = 0;
6454         for (w = 0;w < numplanes;w++)
6455                 maxdist = max(maxdist, fabs(planes[w].dist));
6456         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6457         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6458         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6459         {
6460                 w = 0;
6461                 tempnumpoints = 4;
6462                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6463                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6464                 {
6465                         if (planenum2 == planenum)
6466                                 continue;
6467                         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);
6468                         w = !w;
6469                 }
6470                 if (tempnumpoints < 3)
6471                         continue;
6472                 // generate elements forming a triangle fan for this polygon
6473                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6474         }
6475 }
6476
6477 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)
6478 {
6479         texturelayer_t *layer;
6480         layer = t->currentlayers + t->currentnumlayers++;
6481         layer->type = type;
6482         layer->depthmask = depthmask;
6483         layer->blendfunc1 = blendfunc1;
6484         layer->blendfunc2 = blendfunc2;
6485         layer->texture = texture;
6486         layer->texmatrix = *matrix;
6487         layer->color[0] = r;
6488         layer->color[1] = g;
6489         layer->color[2] = b;
6490         layer->color[3] = a;
6491 }
6492
6493 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6494 {
6495         if(parms[0] == 0 && parms[1] == 0)
6496                 return false;
6497         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6498                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6499                         return false;
6500         return true;
6501 }
6502
6503 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6504 {
6505         double index, f;
6506         index = parms[2] + rsurface.shadertime * parms[3];
6507         index -= floor(index);
6508         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6509         {
6510         default:
6511         case Q3WAVEFUNC_NONE:
6512         case Q3WAVEFUNC_NOISE:
6513         case Q3WAVEFUNC_COUNT:
6514                 f = 0;
6515                 break;
6516         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6517         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6518         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6519         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6520         case Q3WAVEFUNC_TRIANGLE:
6521                 index *= 4;
6522                 f = index - floor(index);
6523                 if (index < 1)
6524                 {
6525                         // f = f;
6526                 }
6527                 else if (index < 2)
6528                         f = 1 - f;
6529                 else if (index < 3)
6530                         f = -f;
6531                 else
6532                         f = -(1 - f);
6533                 break;
6534         }
6535         f = parms[0] + parms[1] * f;
6536         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6537                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6538         return (float) f;
6539 }
6540
6541 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6542 {
6543         int w, h, idx;
6544         float shadertime;
6545         float f;
6546         float offsetd[2];
6547         float tcmat[12];
6548         matrix4x4_t matrix, temp;
6549         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6550         // it's better to have one huge fixup every 9 hours than gradual
6551         // degradation over time which looks consistently bad after many hours.
6552         //
6553         // tcmod scroll in particular suffers from this degradation which can't be
6554         // effectively worked around even with floor() tricks because we don't
6555         // know if tcmod scroll is the last tcmod being applied, and for clampmap
6556         // a workaround involving floor() would be incorrect anyway...
6557         shadertime = rsurface.shadertime;
6558         if (shadertime >= 32768.0f)
6559                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6560         switch(tcmod->tcmod)
6561         {
6562                 case Q3TCMOD_COUNT:
6563                 case Q3TCMOD_NONE:
6564                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6565                                 matrix = r_waterscrollmatrix;
6566                         else
6567                                 matrix = identitymatrix;
6568                         break;
6569                 case Q3TCMOD_ENTITYTRANSLATE:
6570                         // this is used in Q3 to allow the gamecode to control texcoord
6571                         // scrolling on the entity, which is not supported in darkplaces yet.
6572                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6573                         break;
6574                 case Q3TCMOD_ROTATE:
6575                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6576                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6577                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6578                         break;
6579                 case Q3TCMOD_SCALE:
6580                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6581                         break;
6582                 case Q3TCMOD_SCROLL:
6583                         // this particular tcmod is a "bug for bug" compatible one with regards to
6584                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6585                         // specifically did the wrapping and so we must mimic that...
6586                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6587                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6588                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6589                         break;
6590                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6591                         w = (int) tcmod->parms[0];
6592                         h = (int) tcmod->parms[1];
6593                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6594                         f = f - floor(f);
6595                         idx = (int) floor(f * w * h);
6596                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6597                         break;
6598                 case Q3TCMOD_STRETCH:
6599                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6600                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6601                         break;
6602                 case Q3TCMOD_TRANSFORM:
6603                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6604                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6605                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6606                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6607                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6608                         break;
6609                 case Q3TCMOD_TURBULENT:
6610                         // this is handled in the RSurf_PrepareVertices function
6611                         matrix = identitymatrix;
6612                         break;
6613         }
6614         temp = *texmatrix;
6615         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6616 }
6617
6618 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6619 {
6620         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6621         char name[MAX_QPATH];
6622         skinframe_t *skinframe;
6623         unsigned char pixels[296*194];
6624         strlcpy(cache->name, skinname, sizeof(cache->name));
6625         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6626         if (developer_loading.integer)
6627                 Con_Printf("loading %s\n", name);
6628         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6629         if (!skinframe || !skinframe->base)
6630         {
6631                 unsigned char *f;
6632                 fs_offset_t filesize;
6633                 skinframe = NULL;
6634                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6635                 if (f)
6636                 {
6637                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6638                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6639                         Mem_Free(f);
6640                 }
6641         }
6642         cache->skinframe = skinframe;
6643 }
6644
6645 texture_t *R_GetCurrentTexture(texture_t *t)
6646 {
6647         int i, q;
6648         const entity_render_t *ent = rsurface.entity;
6649         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6650         q3shaderinfo_layer_tcmod_t *tcmod;
6651         float specularscale = 0.0f;
6652
6653         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6654                 return t->currentframe;
6655         t->update_lastrenderframe = r_textureframe;
6656         t->update_lastrenderentity = (void *)ent;
6657
6658         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6659                 t->camera_entity = ent->entitynumber;
6660         else
6661                 t->camera_entity = 0;
6662
6663         // switch to an alternate material if this is a q1bsp animated material
6664         {
6665                 texture_t *texture = t;
6666                 int s = rsurface.ent_skinnum;
6667                 if ((unsigned int)s >= (unsigned int)model->numskins)
6668                         s = 0;
6669                 if (model->skinscenes)
6670                 {
6671                         if (model->skinscenes[s].framecount > 1)
6672                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6673                         else
6674                                 s = model->skinscenes[s].firstframe;
6675                 }
6676                 if (s > 0)
6677                         t = t + s * model->num_surfaces;
6678                 if (t->animated)
6679                 {
6680                         // use an alternate animation if the entity's frame is not 0,
6681                         // and only if the texture has an alternate animation
6682                         if (t->animated == 2) // q2bsp
6683                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6684                         else if (rsurface.ent_alttextures && t->anim_total[1])
6685                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6686                         else
6687                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6688                 }
6689                 texture->currentframe = t;
6690         }
6691
6692         // update currentskinframe to be a qw skin or animation frame
6693         if (rsurface.ent_qwskin >= 0)
6694         {
6695                 i = rsurface.ent_qwskin;
6696                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6697                 {
6698                         r_qwskincache_size = cl.maxclients;
6699                         if (r_qwskincache)
6700                                 Mem_Free(r_qwskincache);
6701                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6702                 }
6703                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6704                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6705                 t->currentskinframe = r_qwskincache[i].skinframe;
6706                 if (t->materialshaderpass && t->currentskinframe == NULL)
6707                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6708         }
6709         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6710                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6711         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6712                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6713
6714         t->currentmaterialflags = t->basematerialflags;
6715         t->currentalpha = rsurface.entity->alpha * t->basealpha;
6716         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6717                 t->currentalpha *= r_wateralpha.value;
6718         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6719                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6720         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6721                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6722
6723         // decide on which type of lighting to use for this surface
6724         if (rsurface.entity->render_modellight_forced)
6725                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6726         if (rsurface.entity->render_rtlight_disabled)
6727                 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6728         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6729         {
6730                 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6731                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6732                 for (q = 0; q < 3; q++)
6733                 {
6734                         t->render_glowmod[q] = rsurface.entity->glowmod[q];
6735                         t->render_modellight_lightdir[q] = q == 2;
6736                         t->render_modellight_ambient[q] = 1;
6737                         t->render_modellight_diffuse[q] = 0;
6738                         t->render_modellight_specular[q] = 0;
6739                         t->render_lightmap_ambient[q] = 0;
6740                         t->render_lightmap_diffuse[q] = 0;
6741                         t->render_lightmap_specular[q] = 0;
6742                         t->render_rtlight_diffuse[q] = 0;
6743                         t->render_rtlight_specular[q] = 0;
6744                 }
6745         }
6746         else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6747         {
6748                 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6749                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6750                 for (q = 0; q < 3; q++)
6751                 {
6752                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6753                         t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6754                         t->render_modellight_lightdir[q] = q == 2;
6755                         t->render_modellight_diffuse[q] = 0;
6756                         t->render_modellight_specular[q] = 0;
6757                         t->render_lightmap_ambient[q] = 0;
6758                         t->render_lightmap_diffuse[q] = 0;
6759                         t->render_lightmap_specular[q] = 0;
6760                         t->render_rtlight_diffuse[q] = 0;
6761                         t->render_rtlight_specular[q] = 0;
6762                 }
6763         }
6764         else if (FAKELIGHT_ENABLED)
6765         {
6766                 // no modellight if using fakelight for the map
6767                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6768                 for (q = 0; q < 3; q++)
6769                 {
6770                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6771                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6772                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6773                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6774                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6775                         t->render_lightmap_ambient[q] = 0;
6776                         t->render_lightmap_diffuse[q] = 0;
6777                         t->render_lightmap_specular[q] = 0;
6778                         t->render_rtlight_diffuse[q] = 0;
6779                         t->render_rtlight_specular[q] = 0;
6780                 }
6781         }
6782         else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6783         {
6784                 // ambient + single direction light (modellight)
6785                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6786                 for (q = 0; q < 3; q++)
6787                 {
6788                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6789                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6790                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6791                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6792                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6793                         t->render_lightmap_ambient[q] = 0;
6794                         t->render_lightmap_diffuse[q] = 0;
6795                         t->render_lightmap_specular[q] = 0;
6796                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6797                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6798                 }
6799         }
6800         else
6801         {
6802                 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6803                 for (q = 0; q < 3; q++)
6804                 {
6805                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6806                         t->render_modellight_lightdir[q] = q == 2;
6807                         t->render_modellight_ambient[q] = 0;
6808                         t->render_modellight_diffuse[q] = 0;
6809                         t->render_modellight_specular[q] = 0;
6810                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6811                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6812                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6813                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6814                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6815                 }
6816         }
6817
6818         if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6819         {
6820                 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6821                 // attribute, we punt it to the lightmap path and hope for the best,
6822                 // but lighting doesn't work.
6823                 //
6824                 // FIXME: this is fine for effects but CSQC polygons should be subject
6825                 // to lighting.
6826                 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6827                 for (q = 0; q < 3; q++)
6828                 {
6829                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6830                         t->render_modellight_lightdir[q] = q == 2;
6831                         t->render_modellight_ambient[q] = 0;
6832                         t->render_modellight_diffuse[q] = 0;
6833                         t->render_modellight_specular[q] = 0;
6834                         t->render_lightmap_ambient[q] = 0;
6835                         t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6836                         t->render_lightmap_specular[q] = 0;
6837                         t->render_rtlight_diffuse[q] = 0;
6838                         t->render_rtlight_specular[q] = 0;
6839                 }
6840         }
6841
6842         for (q = 0; q < 3; q++)
6843         {
6844                 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6845                 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6846         }
6847
6848         if (rsurface.ent_flags & RENDER_ADDITIVE)
6849                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6850         else if (t->currentalpha < 1)
6851                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6852         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6853         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6854                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6855         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6856                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6857         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6858                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6859         if (t->backgroundshaderpass)
6860                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6861         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6862         {
6863                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6864                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6865         }
6866         else
6867                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6868         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6869         {
6870                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6871                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6872         }
6873         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6874                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6875
6876         // there is no tcmod
6877         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6878         {
6879                 t->currenttexmatrix = r_waterscrollmatrix;
6880                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6881         }
6882         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6883         {
6884                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6885                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6886         }
6887
6888         if (t->materialshaderpass)
6889                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6890                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6891
6892         t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6893         if (t->currentskinframe->qpixels)
6894                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6895         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6896         if (!t->basetexture)
6897                 t->basetexture = r_texture_notexture;
6898         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6899         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6900         t->nmaptexture = t->currentskinframe->nmap;
6901         if (!t->nmaptexture)
6902                 t->nmaptexture = r_texture_blanknormalmap;
6903         t->glosstexture = r_texture_black;
6904         t->glowtexture = t->currentskinframe->glow;
6905         t->fogtexture = t->currentskinframe->fog;
6906         t->reflectmasktexture = t->currentskinframe->reflect;
6907         if (t->backgroundshaderpass)
6908         {
6909                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6910                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6911                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6912                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6913                 t->backgroundglosstexture = r_texture_black;
6914                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6915                 if (!t->backgroundnmaptexture)
6916                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6917                 // make sure that if glow is going to be used, both textures are not NULL
6918                 if (!t->backgroundglowtexture && t->glowtexture)
6919                         t->backgroundglowtexture = r_texture_black;
6920                 if (!t->glowtexture && t->backgroundglowtexture)
6921                         t->glowtexture = r_texture_black;
6922         }
6923         else
6924         {
6925                 t->backgroundbasetexture = r_texture_white;
6926                 t->backgroundnmaptexture = r_texture_blanknormalmap;
6927                 t->backgroundglosstexture = r_texture_black;
6928                 t->backgroundglowtexture = NULL;
6929         }
6930         t->specularpower = r_shadow_glossexponent.value;
6931         // TODO: store reference values for these in the texture?
6932         if (r_shadow_gloss.integer > 0)
6933         {
6934                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6935                 {
6936                         if (r_shadow_glossintensity.value > 0)
6937                         {
6938                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6939                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6940                                 specularscale = r_shadow_glossintensity.value;
6941                         }
6942                 }
6943                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6944                 {
6945                         t->glosstexture = r_texture_white;
6946                         t->backgroundglosstexture = r_texture_white;
6947                         specularscale = r_shadow_gloss2intensity.value;
6948                         t->specularpower = r_shadow_gloss2exponent.value;
6949                 }
6950         }
6951         specularscale *= t->specularscalemod;
6952         t->specularpower *= t->specularpowermod;
6953
6954         // lightmaps mode looks bad with dlights using actual texturing, so turn
6955         // off the colormap and glossmap, but leave the normalmap on as it still
6956         // accurately represents the shading involved
6957         if (gl_lightmaps.integer)
6958         {
6959                 t->basetexture = r_texture_grey128;
6960                 t->pantstexture = r_texture_black;
6961                 t->shirttexture = r_texture_black;
6962                 if (gl_lightmaps.integer < 2)
6963                         t->nmaptexture = r_texture_blanknormalmap;
6964                 t->glosstexture = r_texture_black;
6965                 t->glowtexture = NULL;
6966                 t->fogtexture = NULL;
6967                 t->reflectmasktexture = NULL;
6968                 t->backgroundbasetexture = NULL;
6969                 if (gl_lightmaps.integer < 2)
6970                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6971                 t->backgroundglosstexture = r_texture_black;
6972                 t->backgroundglowtexture = NULL;
6973                 specularscale = 0;
6974                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6975         }
6976
6977         if (specularscale != 1.0f)
6978         {
6979                 for (q = 0; q < 3; q++)
6980                 {
6981                         t->render_modellight_specular[q] *= specularscale;
6982                         t->render_lightmap_specular[q] *= specularscale;
6983                         t->render_rtlight_specular[q] *= specularscale;
6984                 }
6985         }
6986
6987         t->currentnumlayers = 0;
6988         if (t->currentmaterialflags & MATERIALFLAG_WALL)
6989         {
6990                 int blendfunc1, blendfunc2;
6991                 qboolean depthmask;
6992                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6993                 {
6994                         blendfunc1 = GL_SRC_ALPHA;
6995                         blendfunc2 = GL_ONE;
6996                 }
6997                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6998                 {
6999                         blendfunc1 = GL_SRC_ALPHA;
7000                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7001                 }
7002                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7003                 {
7004                         blendfunc1 = t->customblendfunc[0];
7005                         blendfunc2 = t->customblendfunc[1];
7006                 }
7007                 else
7008                 {
7009                         blendfunc1 = GL_ONE;
7010                         blendfunc2 = GL_ZERO;
7011                 }
7012                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7013                 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7014                 {
7015                         // basic lit geometry
7016                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7017                         // add pants/shirt if needed
7018                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7019                                 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);
7020                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7021                                 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);
7022                 }
7023                 else
7024                 {
7025                         // basic lit geometry
7026                         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);
7027                         // add pants/shirt if needed
7028                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7029                                 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);
7030                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7031                                 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);
7032                         // now add ambient passes if needed
7033                         if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7034                         {
7035                                 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);
7036                                 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7037                                         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);
7038                                 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7039                                         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);
7040                         }
7041                 }
7042                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7043                         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);
7044                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7045                 {
7046                         // if this is opaque use alpha blend which will darken the earlier
7047                         // passes cheaply.
7048                         //
7049                         // if this is an alpha blended material, all the earlier passes
7050                         // were darkened by fog already, so we only need to add the fog
7051                         // color ontop through the fog mask texture
7052                         //
7053                         // if this is an additive blended material, all the earlier passes
7054                         // were darkened by fog already, and we should not add fog color
7055                         // (because the background was not darkened, there is no fog color
7056                         // that was lost behind it).
7057                         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);
7058                 }
7059         }
7060
7061         return t;
7062 }
7063
7064 rsurfacestate_t rsurface;
7065
7066 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7067 {
7068         dp_model_t *model = ent->model;
7069         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7070         //      return;
7071         rsurface.entity = (entity_render_t *)ent;
7072         rsurface.skeleton = ent->skeleton;
7073         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7074         rsurface.ent_skinnum = ent->skinnum;
7075         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;
7076         rsurface.ent_flags = ent->flags;
7077         if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7078                 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7079         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7080         rsurface.matrix = ent->matrix;
7081         rsurface.inversematrix = ent->inversematrix;
7082         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7083         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7084         R_EntityMatrix(&rsurface.matrix);
7085         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7086         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7087         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7088         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7089         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7090         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7091         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7092         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7093         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7094         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7095         if (ent->model->brush.submodel && !prepass)
7096         {
7097                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7098                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7099         }
7100         // if the animcache code decided it should use the shader path, skip the deform step
7101         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7102         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7103         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7104         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7105         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7106         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7107         {
7108                 if (ent->animcache_vertex3f)
7109                 {
7110                         r_refdef.stats[r_stat_batch_entitycache_count]++;
7111                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7112                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7113                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7114                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7115                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7116                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7117                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7118                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7119                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7120                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7121                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7122                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7123                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7124                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7125                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7126                 }
7127                 else if (wanttangents)
7128                 {
7129                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7130                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7131                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7132                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7133                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7134                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7135                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7136                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7137                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7138                         rsurface.modelvertex3f_vertexbuffer = NULL;
7139                         rsurface.modelvertex3f_bufferoffset = 0;
7140                         rsurface.modelvertex3f_vertexbuffer = 0;
7141                         rsurface.modelvertex3f_bufferoffset = 0;
7142                         rsurface.modelsvector3f_vertexbuffer = 0;
7143                         rsurface.modelsvector3f_bufferoffset = 0;
7144                         rsurface.modeltvector3f_vertexbuffer = 0;
7145                         rsurface.modeltvector3f_bufferoffset = 0;
7146                         rsurface.modelnormal3f_vertexbuffer = 0;
7147                         rsurface.modelnormal3f_bufferoffset = 0;
7148                 }
7149                 else if (wantnormals)
7150                 {
7151                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7152                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7153                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7154                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7155                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7156                         rsurface.modelsvector3f = NULL;
7157                         rsurface.modeltvector3f = NULL;
7158                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7159                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7160                         rsurface.modelvertex3f_vertexbuffer = NULL;
7161                         rsurface.modelvertex3f_bufferoffset = 0;
7162                         rsurface.modelvertex3f_vertexbuffer = 0;
7163                         rsurface.modelvertex3f_bufferoffset = 0;
7164                         rsurface.modelsvector3f_vertexbuffer = 0;
7165                         rsurface.modelsvector3f_bufferoffset = 0;
7166                         rsurface.modeltvector3f_vertexbuffer = 0;
7167                         rsurface.modeltvector3f_bufferoffset = 0;
7168                         rsurface.modelnormal3f_vertexbuffer = 0;
7169                         rsurface.modelnormal3f_bufferoffset = 0;
7170                 }
7171                 else
7172                 {
7173                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7174                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7175                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7176                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7177                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7178                         rsurface.modelsvector3f = NULL;
7179                         rsurface.modeltvector3f = NULL;
7180                         rsurface.modelnormal3f = NULL;
7181                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7182                         rsurface.modelvertex3f_vertexbuffer = NULL;
7183                         rsurface.modelvertex3f_bufferoffset = 0;
7184                         rsurface.modelvertex3f_vertexbuffer = 0;
7185                         rsurface.modelvertex3f_bufferoffset = 0;
7186                         rsurface.modelsvector3f_vertexbuffer = 0;
7187                         rsurface.modelsvector3f_bufferoffset = 0;
7188                         rsurface.modeltvector3f_vertexbuffer = 0;
7189                         rsurface.modeltvector3f_bufferoffset = 0;
7190                         rsurface.modelnormal3f_vertexbuffer = 0;
7191                         rsurface.modelnormal3f_bufferoffset = 0;
7192                 }
7193                 rsurface.modelgeneratedvertex = true;
7194         }
7195         else
7196         {
7197                 if (rsurface.entityskeletaltransform3x4)
7198                 {
7199                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7200                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7201                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7202                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7203                 }
7204                 else
7205                 {
7206                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
7207                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7208                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7209                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7210                 }
7211                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7212                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7213                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7214                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7215                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7216                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7217                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7218                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7219                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7220                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7221                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7222                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7223                 rsurface.modelgeneratedvertex = false;
7224         }
7225         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7226         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7227         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7228         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7229         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7230         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7231         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7232         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7233         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7234         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7235         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7236         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7237         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7238         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7239         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7240         rsurface.modelelement3i = model->surfmesh.data_element3i;
7241         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7242         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7243         rsurface.modelelement3s = model->surfmesh.data_element3s;
7244         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7245         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7246         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7247         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7248         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7249         rsurface.modelsurfaces = model->data_surfaces;
7250         rsurface.batchgeneratedvertex = false;
7251         rsurface.batchfirstvertex = 0;
7252         rsurface.batchnumvertices = 0;
7253         rsurface.batchfirsttriangle = 0;
7254         rsurface.batchnumtriangles = 0;
7255         rsurface.batchvertex3f  = NULL;
7256         rsurface.batchvertex3f_vertexbuffer = NULL;
7257         rsurface.batchvertex3f_bufferoffset = 0;
7258         rsurface.batchsvector3f = NULL;
7259         rsurface.batchsvector3f_vertexbuffer = NULL;
7260         rsurface.batchsvector3f_bufferoffset = 0;
7261         rsurface.batchtvector3f = NULL;
7262         rsurface.batchtvector3f_vertexbuffer = NULL;
7263         rsurface.batchtvector3f_bufferoffset = 0;
7264         rsurface.batchnormal3f  = NULL;
7265         rsurface.batchnormal3f_vertexbuffer = NULL;
7266         rsurface.batchnormal3f_bufferoffset = 0;
7267         rsurface.batchlightmapcolor4f = NULL;
7268         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7269         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7270         rsurface.batchtexcoordtexture2f = NULL;
7271         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7272         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7273         rsurface.batchtexcoordlightmap2f = NULL;
7274         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7275         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7276         rsurface.batchskeletalindex4ub = NULL;
7277         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7278         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7279         rsurface.batchskeletalweight4ub = NULL;
7280         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7281         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7282         rsurface.batchelement3i = NULL;
7283         rsurface.batchelement3i_indexbuffer = NULL;
7284         rsurface.batchelement3i_bufferoffset = 0;
7285         rsurface.batchelement3s = NULL;
7286         rsurface.batchelement3s_indexbuffer = NULL;
7287         rsurface.batchelement3s_bufferoffset = 0;
7288         rsurface.forcecurrenttextureupdate = false;
7289 }
7290
7291 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)
7292 {
7293         rsurface.entity = r_refdef.scene.worldentity;
7294         rsurface.skeleton = NULL;
7295         rsurface.ent_skinnum = 0;
7296         rsurface.ent_qwskin = -1;
7297         rsurface.ent_flags = entflags;
7298         rsurface.shadertime = r_refdef.scene.time - shadertime;
7299         rsurface.modelnumvertices = numvertices;
7300         rsurface.modelnumtriangles = numtriangles;
7301         rsurface.matrix = *matrix;
7302         rsurface.inversematrix = *inversematrix;
7303         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7304         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7305         R_EntityMatrix(&rsurface.matrix);
7306         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7307         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7308         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7309         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7310         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7311         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7312         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7313         rsurface.frameblend[0].lerp = 1;
7314         rsurface.ent_alttextures = false;
7315         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7316         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7317         rsurface.entityskeletaltransform3x4 = NULL;
7318         rsurface.entityskeletaltransform3x4buffer = NULL;
7319         rsurface.entityskeletaltransform3x4offset = 0;
7320         rsurface.entityskeletaltransform3x4size = 0;
7321         rsurface.entityskeletalnumtransforms = 0;
7322         r_refdef.stats[r_stat_batch_entitycustom_count]++;
7323         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7324         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7325         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7326         if (wanttangents)
7327         {
7328                 rsurface.modelvertex3f = (float *)vertex3f;
7329                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7330                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7331                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7332         }
7333         else if (wantnormals)
7334         {
7335                 rsurface.modelvertex3f = (float *)vertex3f;
7336                 rsurface.modelsvector3f = NULL;
7337                 rsurface.modeltvector3f = NULL;
7338                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7339         }
7340         else
7341         {
7342                 rsurface.modelvertex3f = (float *)vertex3f;
7343                 rsurface.modelsvector3f = NULL;
7344                 rsurface.modeltvector3f = NULL;
7345                 rsurface.modelnormal3f = NULL;
7346         }
7347         rsurface.modelvertex3f_vertexbuffer = 0;
7348         rsurface.modelvertex3f_bufferoffset = 0;
7349         rsurface.modelsvector3f_vertexbuffer = 0;
7350         rsurface.modelsvector3f_bufferoffset = 0;
7351         rsurface.modeltvector3f_vertexbuffer = 0;
7352         rsurface.modeltvector3f_bufferoffset = 0;
7353         rsurface.modelnormal3f_vertexbuffer = 0;
7354         rsurface.modelnormal3f_bufferoffset = 0;
7355         rsurface.modelgeneratedvertex = true;
7356         rsurface.modellightmapcolor4f  = (float *)color4f;
7357         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7358         rsurface.modellightmapcolor4f_bufferoffset = 0;
7359         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7360         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7361         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7362         rsurface.modeltexcoordlightmap2f  = NULL;
7363         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7364         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7365         rsurface.modelskeletalindex4ub = NULL;
7366         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7367         rsurface.modelskeletalindex4ub_bufferoffset = 0;
7368         rsurface.modelskeletalweight4ub = NULL;
7369         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7370         rsurface.modelskeletalweight4ub_bufferoffset = 0;
7371         rsurface.modelelement3i = (int *)element3i;
7372         rsurface.modelelement3i_indexbuffer = NULL;
7373         rsurface.modelelement3i_bufferoffset = 0;
7374         rsurface.modelelement3s = (unsigned short *)element3s;
7375         rsurface.modelelement3s_indexbuffer = NULL;
7376         rsurface.modelelement3s_bufferoffset = 0;
7377         rsurface.modellightmapoffsets = NULL;
7378         rsurface.modelsurfaces = NULL;
7379         rsurface.batchgeneratedvertex = false;
7380         rsurface.batchfirstvertex = 0;
7381         rsurface.batchnumvertices = 0;
7382         rsurface.batchfirsttriangle = 0;
7383         rsurface.batchnumtriangles = 0;
7384         rsurface.batchvertex3f  = NULL;
7385         rsurface.batchvertex3f_vertexbuffer = NULL;
7386         rsurface.batchvertex3f_bufferoffset = 0;
7387         rsurface.batchsvector3f = NULL;
7388         rsurface.batchsvector3f_vertexbuffer = NULL;
7389         rsurface.batchsvector3f_bufferoffset = 0;
7390         rsurface.batchtvector3f = NULL;
7391         rsurface.batchtvector3f_vertexbuffer = NULL;
7392         rsurface.batchtvector3f_bufferoffset = 0;
7393         rsurface.batchnormal3f  = NULL;
7394         rsurface.batchnormal3f_vertexbuffer = NULL;
7395         rsurface.batchnormal3f_bufferoffset = 0;
7396         rsurface.batchlightmapcolor4f = NULL;
7397         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7398         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7399         rsurface.batchtexcoordtexture2f = NULL;
7400         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7401         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7402         rsurface.batchtexcoordlightmap2f = NULL;
7403         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7404         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7405         rsurface.batchskeletalindex4ub = NULL;
7406         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7407         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7408         rsurface.batchskeletalweight4ub = NULL;
7409         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7410         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7411         rsurface.batchelement3i = NULL;
7412         rsurface.batchelement3i_indexbuffer = NULL;
7413         rsurface.batchelement3i_bufferoffset = 0;
7414         rsurface.batchelement3s = NULL;
7415         rsurface.batchelement3s_indexbuffer = NULL;
7416         rsurface.batchelement3s_bufferoffset = 0;
7417         rsurface.forcecurrenttextureupdate = true;
7418
7419         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7420         {
7421                 if ((wantnormals || wanttangents) && !normal3f)
7422                 {
7423                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7424                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7425                 }
7426                 if (wanttangents && !svector3f)
7427                 {
7428                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7429                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7430                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7431                 }
7432         }
7433 }
7434
7435 float RSurf_FogPoint(const float *v)
7436 {
7437         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7438         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7439         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7440         float FogHeightFade = r_refdef.fogheightfade;
7441         float fogfrac;
7442         unsigned int fogmasktableindex;
7443         if (r_refdef.fogplaneviewabove)
7444                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7445         else
7446                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7447         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7448         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7449 }
7450
7451 float RSurf_FogVertex(const float *v)
7452 {
7453         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7454         float FogPlaneViewDist = rsurface.fogplaneviewdist;
7455         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7456         float FogHeightFade = rsurface.fogheightfade;
7457         float fogfrac;
7458         unsigned int fogmasktableindex;
7459         if (r_refdef.fogplaneviewabove)
7460                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7461         else
7462                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7463         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7464         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7465 }
7466
7467 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7468 {
7469         int i;
7470         for (i = 0;i < numelements;i++)
7471                 outelement3i[i] = inelement3i[i] + adjust;
7472 }
7473
7474 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7475 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7476 {
7477         int deformindex;
7478         int firsttriangle;
7479         int numtriangles;
7480         int firstvertex;
7481         int endvertex;
7482         int numvertices;
7483         int surfacefirsttriangle;
7484         int surfacenumtriangles;
7485         int surfacefirstvertex;
7486         int surfaceendvertex;
7487         int surfacenumvertices;
7488         int batchnumsurfaces = texturenumsurfaces;
7489         int batchnumvertices;
7490         int batchnumtriangles;
7491         int i, j;
7492         qboolean gaps;
7493         qboolean dynamicvertex;
7494         float amplitude;
7495         float animpos;
7496         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7497         float waveparms[4];
7498         unsigned char *ub;
7499         q3shaderinfo_deform_t *deform;
7500         const msurface_t *surface, *firstsurface;
7501         if (!texturenumsurfaces)
7502                 return;
7503         // find vertex range of this surface batch
7504         gaps = false;
7505         firstsurface = texturesurfacelist[0];
7506         firsttriangle = firstsurface->num_firsttriangle;
7507         batchnumvertices = 0;
7508         batchnumtriangles = 0;
7509         firstvertex = endvertex = firstsurface->num_firstvertex;
7510         for (i = 0;i < texturenumsurfaces;i++)
7511         {
7512                 surface = texturesurfacelist[i];
7513                 if (surface != firstsurface + i)
7514                         gaps = true;
7515                 surfacefirstvertex = surface->num_firstvertex;
7516                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7517                 surfacenumvertices = surface->num_vertices;
7518                 surfacenumtriangles = surface->num_triangles;
7519                 if (firstvertex > surfacefirstvertex)
7520                         firstvertex = surfacefirstvertex;
7521                 if (endvertex < surfaceendvertex)
7522                         endvertex = surfaceendvertex;
7523                 batchnumvertices += surfacenumvertices;
7524                 batchnumtriangles += surfacenumtriangles;
7525         }
7526
7527         r_refdef.stats[r_stat_batch_batches]++;
7528         if (gaps)
7529                 r_refdef.stats[r_stat_batch_withgaps]++;
7530         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7531         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7532         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7533
7534         // we now know the vertex range used, and if there are any gaps in it
7535         rsurface.batchfirstvertex = firstvertex;
7536         rsurface.batchnumvertices = endvertex - firstvertex;
7537         rsurface.batchfirsttriangle = firsttriangle;
7538         rsurface.batchnumtriangles = batchnumtriangles;
7539
7540         // check if any dynamic vertex processing must occur
7541         dynamicvertex = false;
7542
7543         // a cvar to force the dynamic vertex path to be taken, for debugging
7544         if (r_batch_debugdynamicvertexpath.integer)
7545         {
7546                 if (!dynamicvertex)
7547                 {
7548                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7549                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7550                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7551                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7552                 }
7553                 dynamicvertex = true;
7554         }
7555
7556         // if there is a chance of animated vertex colors, it's a dynamic batch
7557         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7558         {
7559                 if (!dynamicvertex)
7560                 {
7561                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7562                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7563                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7564                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7565                 }
7566                 dynamicvertex = true;
7567         }
7568
7569         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7570         {
7571                 switch (deform->deform)
7572                 {
7573                 default:
7574                 case Q3DEFORM_PROJECTIONSHADOW:
7575                 case Q3DEFORM_TEXT0:
7576                 case Q3DEFORM_TEXT1:
7577                 case Q3DEFORM_TEXT2:
7578                 case Q3DEFORM_TEXT3:
7579                 case Q3DEFORM_TEXT4:
7580                 case Q3DEFORM_TEXT5:
7581                 case Q3DEFORM_TEXT6:
7582                 case Q3DEFORM_TEXT7:
7583                 case Q3DEFORM_NONE:
7584                         break;
7585                 case Q3DEFORM_AUTOSPRITE:
7586                         if (!dynamicvertex)
7587                         {
7588                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7589                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7590                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7591                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7592                         }
7593                         dynamicvertex = true;
7594                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7595                         break;
7596                 case Q3DEFORM_AUTOSPRITE2:
7597                         if (!dynamicvertex)
7598                         {
7599                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7600                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7601                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7602                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7603                         }
7604                         dynamicvertex = true;
7605                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7606                         break;
7607                 case Q3DEFORM_NORMAL:
7608                         if (!dynamicvertex)
7609                         {
7610                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7611                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7612                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7613                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7614                         }
7615                         dynamicvertex = true;
7616                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7617                         break;
7618                 case Q3DEFORM_WAVE:
7619                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7620                                 break; // if wavefunc is a nop, ignore this transform
7621                         if (!dynamicvertex)
7622                         {
7623                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7624                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7625                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7626                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7627                         }
7628                         dynamicvertex = true;
7629                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7630                         break;
7631                 case Q3DEFORM_BULGE:
7632                         if (!dynamicvertex)
7633                         {
7634                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7635                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7636                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7637                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7638                         }
7639                         dynamicvertex = true;
7640                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7641                         break;
7642                 case Q3DEFORM_MOVE:
7643                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7644                                 break; // if wavefunc is a nop, ignore this transform
7645                         if (!dynamicvertex)
7646                         {
7647                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7648                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7649                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7650                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7651                         }
7652                         dynamicvertex = true;
7653                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7654                         break;
7655                 }
7656         }
7657         if (rsurface.texture->materialshaderpass)
7658         {
7659                 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7660                 {
7661                 default:
7662                 case Q3TCGEN_TEXTURE:
7663                         break;
7664                 case Q3TCGEN_LIGHTMAP:
7665                         if (!dynamicvertex)
7666                         {
7667                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7668                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7669                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7670                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7671                         }
7672                         dynamicvertex = true;
7673                         batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7674                         break;
7675                 case Q3TCGEN_VECTOR:
7676                         if (!dynamicvertex)
7677                         {
7678                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7679                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7680                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7681                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7682                         }
7683                         dynamicvertex = true;
7684                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7685                         break;
7686                 case Q3TCGEN_ENVIRONMENT:
7687                         if (!dynamicvertex)
7688                         {
7689                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7690                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7691                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7692                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7693                         }
7694                         dynamicvertex = true;
7695                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7696                         break;
7697                 }
7698                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7699                 {
7700                         if (!dynamicvertex)
7701                         {
7702                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7703                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7704                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7705                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7706                         }
7707                         dynamicvertex = true;
7708                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7709                 }
7710         }
7711
7712         // the caller can specify BATCHNEED_NOGAPS to force a batch with
7713         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7714         // we ensure this by treating the vertex batch as dynamic...
7715         if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7716         {
7717                 if (!dynamicvertex)
7718                 {
7719                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7720                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7721                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7722                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7723                 }
7724                 dynamicvertex = true;
7725         }
7726
7727         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7728         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7729                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7730
7731         rsurface.batchvertex3f = rsurface.modelvertex3f;
7732         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7733         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7734         rsurface.batchsvector3f = rsurface.modelsvector3f;
7735         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7736         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7737         rsurface.batchtvector3f = rsurface.modeltvector3f;
7738         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7739         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7740         rsurface.batchnormal3f = rsurface.modelnormal3f;
7741         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7742         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7743         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7744         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
7745         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
7746         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7747         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
7748         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
7749         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7750         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7751         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7752         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7753         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7754         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7755         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7756         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7757         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7758         rsurface.batchelement3i = rsurface.modelelement3i;
7759         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7760         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7761         rsurface.batchelement3s = rsurface.modelelement3s;
7762         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7763         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7764         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7765         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7766         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7767         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7768         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7769
7770         // if any dynamic vertex processing has to occur in software, we copy the
7771         // entire surface list together before processing to rebase the vertices
7772         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7773         //
7774         // if any gaps exist and we do not have a static vertex buffer, we have to
7775         // copy the surface list together to avoid wasting upload bandwidth on the
7776         // vertices in the gaps.
7777         //
7778         // if gaps exist and we have a static vertex buffer, we can choose whether
7779         // to combine the index buffer ranges into one dynamic index buffer or
7780         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7781         //
7782         // in many cases the batch is reduced to one draw call.
7783
7784         rsurface.batchmultidraw = false;
7785         rsurface.batchmultidrawnumsurfaces = 0;
7786         rsurface.batchmultidrawsurfacelist = NULL;
7787
7788         if (!dynamicvertex)
7789         {
7790                 // static vertex data, just set pointers...
7791                 rsurface.batchgeneratedvertex = false;
7792                 // if there are gaps, we want to build a combined index buffer,
7793                 // otherwise use the original static buffer with an appropriate offset
7794                 if (gaps)
7795                 {
7796                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7797                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7798                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7799                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7800                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7801                         {
7802                                 rsurface.batchmultidraw = true;
7803                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7804                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7805                                 return;
7806                         }
7807                         // build a new triangle elements array for this batch
7808                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7809                         rsurface.batchfirsttriangle = 0;
7810                         numtriangles = 0;
7811                         for (i = 0;i < texturenumsurfaces;i++)
7812                         {
7813                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7814                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7815                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7816                                 numtriangles += surfacenumtriangles;
7817                         }
7818                         rsurface.batchelement3i_indexbuffer = NULL;
7819                         rsurface.batchelement3i_bufferoffset = 0;
7820                         rsurface.batchelement3s = NULL;
7821                         rsurface.batchelement3s_indexbuffer = NULL;
7822                         rsurface.batchelement3s_bufferoffset = 0;
7823                         if (endvertex <= 65536)
7824                         {
7825                                 // make a 16bit (unsigned short) index array if possible
7826                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7827                                 for (i = 0;i < numtriangles*3;i++)
7828                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7829                         }
7830                         // upload buffer data for the copytriangles batch
7831                         if (rsurface.batchelement3s)
7832                                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7833                         else if (rsurface.batchelement3i)
7834                                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7835                 }
7836                 else
7837                 {
7838                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
7839                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7840                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7841                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7842                 }
7843                 return;
7844         }
7845
7846         // something needs software processing, do it for real...
7847         // we only directly handle separate array data in this case and then
7848         // generate interleaved data if needed...
7849         rsurface.batchgeneratedvertex = true;
7850         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7851         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7852         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7853         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7854
7855         // now copy the vertex data into a combined array and make an index array
7856         // (this is what Quake3 does all the time)
7857         // we also apply any skeletal animation here that would have been done in
7858         // the vertex shader, because most of the dynamic vertex animation cases
7859         // need actual vertex positions and normals
7860         //if (dynamicvertex)
7861         {
7862                 rsurface.batchvertex3f = NULL;
7863                 rsurface.batchvertex3f_vertexbuffer = NULL;
7864                 rsurface.batchvertex3f_bufferoffset = 0;
7865                 rsurface.batchsvector3f = NULL;
7866                 rsurface.batchsvector3f_vertexbuffer = NULL;
7867                 rsurface.batchsvector3f_bufferoffset = 0;
7868                 rsurface.batchtvector3f = NULL;
7869                 rsurface.batchtvector3f_vertexbuffer = NULL;
7870                 rsurface.batchtvector3f_bufferoffset = 0;
7871                 rsurface.batchnormal3f = NULL;
7872                 rsurface.batchnormal3f_vertexbuffer = NULL;
7873                 rsurface.batchnormal3f_bufferoffset = 0;
7874                 rsurface.batchlightmapcolor4f = NULL;
7875                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7876                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7877                 rsurface.batchtexcoordtexture2f = NULL;
7878                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7879                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7880                 rsurface.batchtexcoordlightmap2f = NULL;
7881                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7882                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7883                 rsurface.batchskeletalindex4ub = NULL;
7884                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7885                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7886                 rsurface.batchskeletalweight4ub = NULL;
7887                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7888                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7889                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7890                 rsurface.batchelement3i_indexbuffer = NULL;
7891                 rsurface.batchelement3i_bufferoffset = 0;
7892                 rsurface.batchelement3s = NULL;
7893                 rsurface.batchelement3s_indexbuffer = NULL;
7894                 rsurface.batchelement3s_bufferoffset = 0;
7895                 rsurface.batchskeletaltransform3x4buffer = NULL;
7896                 rsurface.batchskeletaltransform3x4offset = 0;
7897                 rsurface.batchskeletaltransform3x4size = 0;
7898                 // we'll only be setting up certain arrays as needed
7899                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7900                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7901                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7902                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7903                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7904                 {
7905                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7906                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7907                 }
7908                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7909                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7910                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7911                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7912                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7913                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7914                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7915                 {
7916                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7917                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7918                 }
7919                 numvertices = 0;
7920                 numtriangles = 0;
7921                 for (i = 0;i < texturenumsurfaces;i++)
7922                 {
7923                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7924                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
7925                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7926                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7927                         // copy only the data requested
7928                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7929                         {
7930                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7931                                 {
7932                                         if (rsurface.batchvertex3f)
7933                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7934                                         else
7935                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7936                                 }
7937                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7938                                 {
7939                                         if (rsurface.modelnormal3f)
7940                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7941                                         else
7942                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7943                                 }
7944                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7945                                 {
7946                                         if (rsurface.modelsvector3f)
7947                                         {
7948                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7949                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7950                                         }
7951                                         else
7952                                         {
7953                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7954                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7955                                         }
7956                                 }
7957                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7958                                 {
7959                                         if (rsurface.modellightmapcolor4f)
7960                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7961                                         else
7962                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7963                                 }
7964                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7965                                 {
7966                                         if (rsurface.modeltexcoordtexture2f)
7967                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7968                                         else
7969                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7970                                 }
7971                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7972                                 {
7973                                         if (rsurface.modeltexcoordlightmap2f)
7974                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7975                                         else
7976                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7977                                 }
7978                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7979                                 {
7980                                         if (rsurface.modelskeletalindex4ub)
7981                                         {
7982                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7983                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7984                                         }
7985                                         else
7986                                         {
7987                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7988                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7989                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7990                                                 for (j = 0;j < surfacenumvertices;j++)
7991                                                         ub[j*4] = 255;
7992                                         }
7993                                 }
7994                         }
7995                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7996                         numvertices += surfacenumvertices;
7997                         numtriangles += surfacenumtriangles;
7998                 }
7999
8000                 // generate a 16bit index array as well if possible
8001                 // (in general, dynamic batches fit)
8002                 if (numvertices <= 65536)
8003                 {
8004                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8005                         for (i = 0;i < numtriangles*3;i++)
8006                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8007                 }
8008
8009                 // since we've copied everything, the batch now starts at 0
8010                 rsurface.batchfirstvertex = 0;
8011                 rsurface.batchnumvertices = batchnumvertices;
8012                 rsurface.batchfirsttriangle = 0;
8013                 rsurface.batchnumtriangles = batchnumtriangles;
8014         }
8015
8016         // apply skeletal animation that would have been done in the vertex shader
8017         if (rsurface.batchskeletaltransform3x4)
8018         {
8019                 const unsigned char *si;
8020                 const unsigned char *sw;
8021                 const float *t[4];
8022                 const float *b = rsurface.batchskeletaltransform3x4;
8023                 float *vp, *vs, *vt, *vn;
8024                 float w[4];
8025                 float m[3][4], n[3][4];
8026                 float tp[3], ts[3], tt[3], tn[3];
8027                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8028                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8029                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8030                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8031                 si = rsurface.batchskeletalindex4ub;
8032                 sw = rsurface.batchskeletalweight4ub;
8033                 vp = rsurface.batchvertex3f;
8034                 vs = rsurface.batchsvector3f;
8035                 vt = rsurface.batchtvector3f;
8036                 vn = rsurface.batchnormal3f;
8037                 memset(m[0], 0, sizeof(m));
8038                 memset(n[0], 0, sizeof(n));
8039                 for (i = 0;i < batchnumvertices;i++)
8040                 {
8041                         t[0] = b + si[0]*12;
8042                         if (sw[0] == 255)
8043                         {
8044                                 // common case - only one matrix
8045                                 m[0][0] = t[0][ 0];
8046                                 m[0][1] = t[0][ 1];
8047                                 m[0][2] = t[0][ 2];
8048                                 m[0][3] = t[0][ 3];
8049                                 m[1][0] = t[0][ 4];
8050                                 m[1][1] = t[0][ 5];
8051                                 m[1][2] = t[0][ 6];
8052                                 m[1][3] = t[0][ 7];
8053                                 m[2][0] = t[0][ 8];
8054                                 m[2][1] = t[0][ 9];
8055                                 m[2][2] = t[0][10];
8056                                 m[2][3] = t[0][11];
8057                         }
8058                         else if (sw[2] + sw[3])
8059                         {
8060                                 // blend 4 matrices
8061                                 t[1] = b + si[1]*12;
8062                                 t[2] = b + si[2]*12;
8063                                 t[3] = b + si[3]*12;
8064                                 w[0] = sw[0] * (1.0f / 255.0f);
8065                                 w[1] = sw[1] * (1.0f / 255.0f);
8066                                 w[2] = sw[2] * (1.0f / 255.0f);
8067                                 w[3] = sw[3] * (1.0f / 255.0f);
8068                                 // blend the matrices
8069                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8070                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8071                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8072                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8073                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8074                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8075                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8076                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8077                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8078                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8079                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8080                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8081                         }
8082                         else
8083                         {
8084                                 // blend 2 matrices
8085                                 t[1] = b + si[1]*12;
8086                                 w[0] = sw[0] * (1.0f / 255.0f);
8087                                 w[1] = sw[1] * (1.0f / 255.0f);
8088                                 // blend the matrices
8089                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8090                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8091                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8092                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8093                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8094                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8095                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8096                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8097                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8098                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8099                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8100                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8101                         }
8102                         si += 4;
8103                         sw += 4;
8104                         // modify the vertex
8105                         VectorCopy(vp, tp);
8106                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8107                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8108                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8109                         vp += 3;
8110                         if (vn)
8111                         {
8112                                 // the normal transformation matrix is a set of cross products...
8113                                 CrossProduct(m[1], m[2], n[0]);
8114                                 CrossProduct(m[2], m[0], n[1]);
8115                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8116                                 VectorCopy(vn, tn);
8117                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8118                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8119                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8120                                 VectorNormalize(vn);
8121                                 vn += 3;
8122                                 if (vs)
8123                                 {
8124                                         VectorCopy(vs, ts);
8125                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8126                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8127                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8128                                         VectorNormalize(vs);
8129                                         vs += 3;
8130                                         VectorCopy(vt, tt);
8131                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8132                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8133                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8134                                         VectorNormalize(vt);
8135                                         vt += 3;
8136                                 }
8137                         }
8138                 }
8139                 rsurface.batchskeletaltransform3x4 = NULL;
8140                 rsurface.batchskeletalnumtransforms = 0;
8141         }
8142
8143         // q1bsp surfaces rendered in vertex color mode have to have colors
8144         // calculated based on lightstyles
8145         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8146         {
8147                 // generate color arrays for the surfaces in this list
8148                 int c[4];
8149                 int scale;
8150                 int size3;
8151                 const int *offsets;
8152                 const unsigned char *lm;
8153                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8154                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8155                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8156                 numvertices = 0;
8157                 for (i = 0;i < texturenumsurfaces;i++)
8158                 {
8159                         surface = texturesurfacelist[i];
8160                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8161                         surfacenumvertices = surface->num_vertices;
8162                         if (surface->lightmapinfo->samples)
8163                         {
8164                                 for (j = 0;j < surfacenumvertices;j++)
8165                                 {
8166                                         lm = surface->lightmapinfo->samples + offsets[j];
8167                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8168                                         VectorScale(lm, scale, c);
8169                                         if (surface->lightmapinfo->styles[1] != 255)
8170                                         {
8171                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8172                                                 lm += size3;
8173                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8174                                                 VectorMA(c, scale, lm, c);
8175                                                 if (surface->lightmapinfo->styles[2] != 255)
8176                                                 {
8177                                                         lm += size3;
8178                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8179                                                         VectorMA(c, scale, lm, c);
8180                                                         if (surface->lightmapinfo->styles[3] != 255)
8181                                                         {
8182                                                                 lm += size3;
8183                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8184                                                                 VectorMA(c, scale, lm, c);
8185                                                         }
8186                                                 }
8187                                         }
8188                                         c[0] >>= 7;
8189                                         c[1] >>= 7;
8190                                         c[2] >>= 7;
8191                                         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);
8192                                         numvertices++;
8193                                 }
8194                         }
8195                         else
8196                         {
8197                                 for (j = 0;j < surfacenumvertices;j++)
8198                                 {
8199                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8200                                         numvertices++;
8201                                 }
8202                         }
8203                 }
8204         }
8205
8206         // if vertices are deformed (sprite flares and things in maps, possibly
8207         // water waves, bulges and other deformations), modify the copied vertices
8208         // in place
8209         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8210         {
8211                 float scale;
8212                 switch (deform->deform)
8213                 {
8214                 default:
8215                 case Q3DEFORM_PROJECTIONSHADOW:
8216                 case Q3DEFORM_TEXT0:
8217                 case Q3DEFORM_TEXT1:
8218                 case Q3DEFORM_TEXT2:
8219                 case Q3DEFORM_TEXT3:
8220                 case Q3DEFORM_TEXT4:
8221                 case Q3DEFORM_TEXT5:
8222                 case Q3DEFORM_TEXT6:
8223                 case Q3DEFORM_TEXT7:
8224                 case Q3DEFORM_NONE:
8225                         break;
8226                 case Q3DEFORM_AUTOSPRITE:
8227                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8228                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8229                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8230                         VectorNormalize(newforward);
8231                         VectorNormalize(newright);
8232                         VectorNormalize(newup);
8233 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8234 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8235 //                      rsurface.batchvertex3f_bufferoffset = 0;
8236 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8237 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8238 //                      rsurface.batchsvector3f_bufferoffset = 0;
8239 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8240 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8241 //                      rsurface.batchtvector3f_bufferoffset = 0;
8242 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8243 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8244 //                      rsurface.batchnormal3f_bufferoffset = 0;
8245                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8246                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8247                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8248                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8249                                 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);
8250                         // a single autosprite surface can contain multiple sprites...
8251                         for (j = 0;j < batchnumvertices - 3;j += 4)
8252                         {
8253                                 VectorClear(center);
8254                                 for (i = 0;i < 4;i++)
8255                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8256                                 VectorScale(center, 0.25f, center);
8257                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8258                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8259                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8260                                 for (i = 0;i < 4;i++)
8261                                 {
8262                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8263                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8264                                 }
8265                         }
8266                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8267                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8268                         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);
8269                         break;
8270                 case Q3DEFORM_AUTOSPRITE2:
8271                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8272                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8273                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8274                         VectorNormalize(newforward);
8275                         VectorNormalize(newright);
8276                         VectorNormalize(newup);
8277 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8278 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8279 //                      rsurface.batchvertex3f_bufferoffset = 0;
8280                         {
8281                                 const float *v1, *v2;
8282                                 vec3_t start, end;
8283                                 float f, l;
8284                                 struct
8285                                 {
8286                                         float length2;
8287                                         const float *v1;
8288                                         const float *v2;
8289                                 }
8290                                 shortest[2];
8291                                 memset(shortest, 0, sizeof(shortest));
8292                                 // a single autosprite surface can contain multiple sprites...
8293                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8294                                 {
8295                                         VectorClear(center);
8296                                         for (i = 0;i < 4;i++)
8297                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8298                                         VectorScale(center, 0.25f, center);
8299                                         // find the two shortest edges, then use them to define the
8300                                         // axis vectors for rotating around the central axis
8301                                         for (i = 0;i < 6;i++)
8302                                         {
8303                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8304                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8305                                                 l = VectorDistance2(v1, v2);
8306                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8307                                                 if (v1[2] != v2[2])
8308                                                         l += (1.0f / 1024.0f);
8309                                                 if (shortest[0].length2 > l || i == 0)
8310                                                 {
8311                                                         shortest[1] = shortest[0];
8312                                                         shortest[0].length2 = l;
8313                                                         shortest[0].v1 = v1;
8314                                                         shortest[0].v2 = v2;
8315                                                 }
8316                                                 else if (shortest[1].length2 > l || i == 1)
8317                                                 {
8318                                                         shortest[1].length2 = l;
8319                                                         shortest[1].v1 = v1;
8320                                                         shortest[1].v2 = v2;
8321                                                 }
8322                                         }
8323                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8324                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8325                                         // this calculates the right vector from the shortest edge
8326                                         // and the up vector from the edge midpoints
8327                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8328                                         VectorNormalize(right);
8329                                         VectorSubtract(end, start, up);
8330                                         VectorNormalize(up);
8331                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8332                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8333                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8334                                         VectorNegate(forward, forward);
8335                                         VectorReflect(forward, 0, up, forward);
8336                                         VectorNormalize(forward);
8337                                         CrossProduct(up, forward, newright);
8338                                         VectorNormalize(newright);
8339                                         // rotate the quad around the up axis vector, this is made
8340                                         // especially easy by the fact we know the quad is flat,
8341                                         // so we only have to subtract the center position and
8342                                         // measure distance along the right vector, and then
8343                                         // multiply that by the newright vector and add back the
8344                                         // center position
8345                                         // we also need to subtract the old position to undo the
8346                                         // displacement from the center, which we do with a
8347                                         // DotProduct, the subtraction/addition of center is also
8348                                         // optimized into DotProducts here
8349                                         l = DotProduct(right, center);
8350                                         for (i = 0;i < 4;i++)
8351                                         {
8352                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8353                                                 f = DotProduct(right, v1) - l;
8354                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8355                                         }
8356                                 }
8357                         }
8358                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8359                         {
8360 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8361 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8362 //                              rsurface.batchnormal3f_bufferoffset = 0;
8363                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8364                         }
8365                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8366                         {
8367 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8368 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8369 //                              rsurface.batchsvector3f_bufferoffset = 0;
8370 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8371 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8372 //                              rsurface.batchtvector3f_bufferoffset = 0;
8373                                 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);
8374                         }
8375                         break;
8376                 case Q3DEFORM_NORMAL:
8377                         // deform the normals to make reflections wavey
8378                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8379                         rsurface.batchnormal3f_vertexbuffer = NULL;
8380                         rsurface.batchnormal3f_bufferoffset = 0;
8381                         for (j = 0;j < batchnumvertices;j++)
8382                         {
8383                                 float vertex[3];
8384                                 float *normal = rsurface.batchnormal3f + 3*j;
8385                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8386                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8387                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8388                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8389                                 VectorNormalize(normal);
8390                         }
8391                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8392                         {
8393 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8394 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8395 //                              rsurface.batchsvector3f_bufferoffset = 0;
8396 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8397 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8398 //                              rsurface.batchtvector3f_bufferoffset = 0;
8399                                 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);
8400                         }
8401                         break;
8402                 case Q3DEFORM_WAVE:
8403                         // deform vertex array to make wavey water and flags and such
8404                         waveparms[0] = deform->waveparms[0];
8405                         waveparms[1] = deform->waveparms[1];
8406                         waveparms[2] = deform->waveparms[2];
8407                         waveparms[3] = deform->waveparms[3];
8408                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8409                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8410                         // this is how a divisor of vertex influence on deformation
8411                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8412                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8413 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8414 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8415 //                      rsurface.batchvertex3f_bufferoffset = 0;
8416 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8417 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8418 //                      rsurface.batchnormal3f_bufferoffset = 0;
8419                         for (j = 0;j < batchnumvertices;j++)
8420                         {
8421                                 // if the wavefunc depends on time, evaluate it per-vertex
8422                                 if (waveparms[3])
8423                                 {
8424                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8425                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8426                                 }
8427                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8428                         }
8429                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8430                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8431                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8432                         {
8433 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8434 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8435 //                              rsurface.batchsvector3f_bufferoffset = 0;
8436 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8437 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8438 //                              rsurface.batchtvector3f_bufferoffset = 0;
8439                                 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);
8440                         }
8441                         break;
8442                 case Q3DEFORM_BULGE:
8443                         // deform vertex array to make the surface have moving bulges
8444 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8445 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8446 //                      rsurface.batchvertex3f_bufferoffset = 0;
8447 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8448 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8449 //                      rsurface.batchnormal3f_bufferoffset = 0;
8450                         for (j = 0;j < batchnumvertices;j++)
8451                         {
8452                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8453                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8454                         }
8455                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8456                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8457                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8458                         {
8459 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8460 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8461 //                              rsurface.batchsvector3f_bufferoffset = 0;
8462 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8463 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8464 //                              rsurface.batchtvector3f_bufferoffset = 0;
8465                                 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);
8466                         }
8467                         break;
8468                 case Q3DEFORM_MOVE:
8469                         // deform vertex array
8470                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8471                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8472                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8473                         VectorScale(deform->parms, scale, waveparms);
8474 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8475 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8476 //                      rsurface.batchvertex3f_bufferoffset = 0;
8477                         for (j = 0;j < batchnumvertices;j++)
8478                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8479                         break;
8480                 }
8481         }
8482
8483         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8484         {
8485         // generate texcoords based on the chosen texcoord source
8486                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8487                 {
8488                 default:
8489                 case Q3TCGEN_TEXTURE:
8490                         break;
8491                 case Q3TCGEN_LIGHTMAP:
8492         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8493         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8494         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8495                         if (rsurface.batchtexcoordlightmap2f)
8496                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8497                         break;
8498                 case Q3TCGEN_VECTOR:
8499         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8500         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8501         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8502                         for (j = 0;j < batchnumvertices;j++)
8503                         {
8504                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8505                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8506                         }
8507                         break;
8508                 case Q3TCGEN_ENVIRONMENT:
8509                         // make environment reflections using a spheremap
8510                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8511                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8512                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8513                         for (j = 0;j < batchnumvertices;j++)
8514                         {
8515                                 // identical to Q3A's method, but executed in worldspace so
8516                                 // carried models can be shiny too
8517
8518                                 float viewer[3], d, reflected[3], worldreflected[3];
8519
8520                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8521                                 // VectorNormalize(viewer);
8522
8523                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8524
8525                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8526                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8527                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8528                                 // note: this is proportinal to viewer, so we can normalize later
8529
8530                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8531                                 VectorNormalize(worldreflected);
8532
8533                                 // note: this sphere map only uses world x and z!
8534                                 // so positive and negative y will LOOK THE SAME.
8535                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8536                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8537                         }
8538                         break;
8539                 }
8540                 // the only tcmod that needs software vertex processing is turbulent, so
8541                 // check for it here and apply the changes if needed
8542                 // and we only support that as the first one
8543                 // (handling a mixture of turbulent and other tcmods would be problematic
8544                 //  without punting it entirely to a software path)
8545                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8546                 {
8547                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8548                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8549         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8550         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8551         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8552                         for (j = 0;j < batchnumvertices;j++)
8553                         {
8554                                 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);
8555                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8556                         }
8557                 }
8558         }
8559
8560         // upload buffer data for the dynamic batch
8561         if (rsurface.batchvertex3f)
8562                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8563         if (rsurface.batchsvector3f)
8564                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8565         if (rsurface.batchtvector3f)
8566                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8567         if (rsurface.batchnormal3f)
8568                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8569         if (rsurface.batchlightmapcolor4f)
8570                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8571         if (rsurface.batchtexcoordtexture2f)
8572                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8573         if (rsurface.batchtexcoordlightmap2f)
8574                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8575         if (rsurface.batchskeletalindex4ub)
8576                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8577         if (rsurface.batchskeletalweight4ub)
8578                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8579         if (rsurface.batchelement3s)
8580                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8581         else if (rsurface.batchelement3i)
8582                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8583 }
8584
8585 void RSurf_DrawBatch(void)
8586 {
8587         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8588         // through the pipeline, killing it earlier in the pipeline would have
8589         // per-surface overhead rather than per-batch overhead, so it's best to
8590         // reject it here, before it hits glDraw.
8591         if (rsurface.batchnumtriangles == 0)
8592                 return;
8593 #if 0
8594         // batch debugging code
8595         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8596         {
8597                 int i;
8598                 int j;
8599                 int c;
8600                 const int *e;
8601                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8602                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8603                 {
8604                         c = e[i];
8605                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8606                         {
8607                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8608                                 {
8609                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8610                                                 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);
8611                                         break;
8612                                 }
8613                         }
8614                 }
8615         }
8616 #endif
8617         if (rsurface.batchmultidraw)
8618         {
8619                 // issue multiple draws rather than copying index data
8620                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8621                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8622                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8623                 for (i = 0;i < numsurfaces;)
8624                 {
8625                         // combine consecutive surfaces as one draw
8626                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8627                                 if (surfacelist[j] != surfacelist[k] + 1)
8628                                         break;
8629                         firstvertex = surfacelist[i]->num_firstvertex;
8630                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8631                         firsttriangle = surfacelist[i]->num_firsttriangle;
8632                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8633                         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);
8634                         i = j;
8635                 }
8636         }
8637         else
8638         {
8639                 // there is only one consecutive run of index data (may have been combined)
8640                 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);
8641         }
8642 }
8643
8644 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8645 {
8646         // pick the closest matching water plane
8647         int planeindex, vertexindex, bestplaneindex = -1;
8648         float d, bestd;
8649         vec3_t vert;
8650         const float *v;
8651         r_waterstate_waterplane_t *p;
8652         qboolean prepared = false;
8653         bestd = 0;
8654         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8655         {
8656                 if(p->camera_entity != rsurface.texture->camera_entity)
8657                         continue;
8658                 d = 0;
8659                 if(!prepared)
8660                 {
8661                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8662                         prepared = true;
8663                         if(rsurface.batchnumvertices == 0)
8664                                 break;
8665                 }
8666                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8667                 {
8668                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8669                         d += fabs(PlaneDiff(vert, &p->plane));
8670                 }
8671                 if (bestd > d || bestplaneindex < 0)
8672                 {
8673                         bestd = d;
8674                         bestplaneindex = planeindex;
8675                 }
8676         }
8677         return bestplaneindex;
8678         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8679         // this situation though, as it might be better to render single larger
8680         // batches with useless stuff (backface culled for example) than to
8681         // render multiple smaller batches
8682 }
8683
8684 void RSurf_SetupDepthAndCulling(void)
8685 {
8686         // submodels are biased to avoid z-fighting with world surfaces that they
8687         // may be exactly overlapping (avoids z-fighting artifacts on certain
8688         // doors and things in Quake maps)
8689         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8690         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8691         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8692         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8693 }
8694
8695 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8696 {
8697         int i, j;
8698         // transparent sky would be ridiculous
8699         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8700                 return;
8701         R_SetupShader_Generic_NoTexture(false, false);
8702         skyrenderlater = true;
8703         RSurf_SetupDepthAndCulling();
8704         GL_DepthMask(true);
8705
8706         // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8707         if (r_sky_scissor.integer)
8708         {
8709                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8710                 for (i = 0; i < texturenumsurfaces; i++)
8711                 {
8712                         const msurface_t *surf = texturesurfacelist[i];
8713                         const float *v;
8714                         float p[3];
8715                         float mins[3], maxs[3];
8716                         int scissor[4];
8717                         for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8718                         {
8719                                 Matrix4x4_Transform(&rsurface.matrix, v, p);
8720                                 if (j > 0)
8721                                 {
8722                                         if (mins[0] > p[0]) mins[0] = p[0];
8723                                         if (mins[1] > p[1]) mins[1] = p[1];
8724                                         if (mins[2] > p[2]) mins[2] = p[2];
8725                                         if (maxs[0] < p[0]) maxs[0] = p[0];
8726                                         if (maxs[1] < p[1]) maxs[1] = p[1];
8727                                         if (maxs[2] < p[2]) maxs[2] = p[2];
8728                                 }
8729                                 else
8730                                 {
8731                                         VectorCopy(p, mins);
8732                                         VectorCopy(p, maxs);
8733                                 }
8734                         }
8735                         if (!R_ScissorForBBox(mins, maxs, scissor))
8736                         {
8737                                 if (skyscissor[2])
8738                                 {
8739                                         if (skyscissor[0] > scissor[0])
8740                                         {
8741                                                 skyscissor[2] += skyscissor[0] - scissor[0];
8742                                                 skyscissor[0] = scissor[0];
8743                                         }
8744                                         if (skyscissor[1] > scissor[1])
8745                                         {
8746                                                 skyscissor[3] += skyscissor[1] - scissor[1];
8747                                                 skyscissor[1] = scissor[1];
8748                                         }
8749                                         if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8750                                                 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8751                                         if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8752                                                 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8753                                 }
8754                                 else
8755                                         Vector4Copy(scissor, skyscissor);
8756                         }
8757                 }
8758         }
8759
8760         // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8761         // skymasking on them, and Quake3 never did sky masking (unlike
8762         // software Quake and software Quake2), so disable the sky masking
8763         // in Quake3 maps as it causes problems with q3map2 sky tricks,
8764         // and skymasking also looks very bad when noclipping outside the
8765         // level, so don't use it then either.
8766         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)
8767         {
8768                 R_Mesh_ResetTextureState();
8769                 if (skyrendermasked)
8770                 {
8771                         R_SetupShader_DepthOrShadow(false, false, false);
8772                         // depth-only (masking)
8773                         GL_ColorMask(0, 0, 0, 0);
8774                         // just to make sure that braindead drivers don't draw
8775                         // anything despite that colormask...
8776                         GL_BlendFunc(GL_ZERO, GL_ONE);
8777                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8778                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8779                 }
8780                 else
8781                 {
8782                         R_SetupShader_Generic_NoTexture(false, false);
8783                         // fog sky
8784                         GL_BlendFunc(GL_ONE, GL_ZERO);
8785                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8786                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8787                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8788                 }
8789                 RSurf_DrawBatch();
8790                 if (skyrendermasked)
8791                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8792         }
8793         R_Mesh_ResetTextureState();
8794         GL_Color(1, 1, 1, 1);
8795 }
8796
8797 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8798 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8799 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8800 {
8801         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8802                 return;
8803         if (prepass)
8804         {
8805                 // render screenspace normalmap to texture
8806                 GL_DepthMask(true);
8807                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8808                 RSurf_DrawBatch();
8809                 return;
8810         }
8811
8812         // bind lightmap texture
8813
8814         // water/refraction/reflection/camera surfaces have to be handled specially
8815         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8816         {
8817                 int start, end, startplaneindex;
8818                 for (start = 0;start < texturenumsurfaces;start = end)
8819                 {
8820                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8821                         if(startplaneindex < 0)
8822                         {
8823                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8824                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8825                                 end = start + 1;
8826                                 continue;
8827                         }
8828                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8829                                 ;
8830                         // now that we have a batch using the same planeindex, render it
8831                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8832                         {
8833                                 // render water or distortion background
8834                                 GL_DepthMask(true);
8835                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8836                                 RSurf_DrawBatch();
8837                                 // blend surface on top
8838                                 GL_DepthMask(false);
8839                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8840                                 RSurf_DrawBatch();
8841                         }
8842                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8843                         {
8844                                 // render surface with reflection texture as input
8845                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8846                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8847                                 RSurf_DrawBatch();
8848                         }
8849                 }
8850                 return;
8851         }
8852
8853         // render surface batch normally
8854         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8855         R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8856         RSurf_DrawBatch();
8857 }
8858
8859 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8860 {
8861         int vi;
8862         int j;
8863         int texturesurfaceindex;
8864         int k;
8865         const msurface_t *surface;
8866         float surfacecolor4f[4];
8867
8868 //      R_Mesh_ResetTextureState();
8869         R_SetupShader_Generic_NoTexture(false, false);
8870
8871         GL_BlendFunc(GL_ONE, GL_ZERO);
8872         GL_DepthMask(writedepth);
8873
8874         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8875         vi = 0;
8876         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8877         {
8878                 surface = texturesurfacelist[texturesurfaceindex];
8879                 k = (int)(((size_t)surface) / sizeof(msurface_t));
8880                 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8881                 for (j = 0;j < surface->num_vertices;j++)
8882                 {
8883                         Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8884                         vi++;
8885                 }
8886         }
8887         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8888         RSurf_DrawBatch();
8889 }
8890
8891 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8892 {
8893         CHECKGLERROR
8894         RSurf_SetupDepthAndCulling();
8895         if (r_showsurfaces.integer && r_refdef.view.showdebug)
8896         {
8897                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8898                 return;
8899         }
8900         switch (vid.renderpath)
8901         {
8902         case RENDERPATH_GL32:
8903         case RENDERPATH_GLES2:
8904                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8905                 break;
8906         }
8907         CHECKGLERROR
8908 }
8909
8910 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8911 {
8912         int i, j;
8913         int texturenumsurfaces, endsurface;
8914         texture_t *texture;
8915         const msurface_t *surface;
8916         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8917
8918         RSurf_ActiveModelEntity(ent, true, true, false);
8919
8920         if (r_transparentdepthmasking.integer)
8921         {
8922                 qboolean setup = false;
8923                 for (i = 0;i < numsurfaces;i = j)
8924                 {
8925                         j = i + 1;
8926                         surface = rsurface.modelsurfaces + surfacelist[i];
8927                         texture = surface->texture;
8928                         rsurface.texture = R_GetCurrentTexture(texture);
8929                         rsurface.lightmaptexture = NULL;
8930                         rsurface.deluxemaptexture = NULL;
8931                         rsurface.uselightmaptexture = false;
8932                         // scan ahead until we find a different texture
8933                         endsurface = min(i + 1024, numsurfaces);
8934                         texturenumsurfaces = 0;
8935                         texturesurfacelist[texturenumsurfaces++] = surface;
8936                         for (;j < endsurface;j++)
8937                         {
8938                                 surface = rsurface.modelsurfaces + surfacelist[j];
8939                                 if (texture != surface->texture)
8940                                         break;
8941                                 texturesurfacelist[texturenumsurfaces++] = surface;
8942                         }
8943                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8944                                 continue;
8945                         // render the range of surfaces as depth
8946                         if (!setup)
8947                         {
8948                                 setup = true;
8949                                 GL_ColorMask(0,0,0,0);
8950                                 GL_Color(1,1,1,1);
8951                                 GL_DepthTest(true);
8952                                 GL_BlendFunc(GL_ONE, GL_ZERO);
8953                                 GL_DepthMask(true);
8954 //                              R_Mesh_ResetTextureState();
8955                         }
8956                         RSurf_SetupDepthAndCulling();
8957                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8958                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8959                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8960                         RSurf_DrawBatch();
8961                 }
8962                 if (setup)
8963                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8964         }
8965
8966         for (i = 0;i < numsurfaces;i = j)
8967         {
8968                 j = i + 1;
8969                 surface = rsurface.modelsurfaces + surfacelist[i];
8970                 texture = surface->texture;
8971                 rsurface.texture = R_GetCurrentTexture(texture);
8972                 // scan ahead until we find a different texture
8973                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8974                 texturenumsurfaces = 0;
8975                 texturesurfacelist[texturenumsurfaces++] = surface;
8976                 if(FAKELIGHT_ENABLED)
8977                 {
8978                         rsurface.lightmaptexture = NULL;
8979                         rsurface.deluxemaptexture = NULL;
8980                         rsurface.uselightmaptexture = false;
8981                         for (;j < endsurface;j++)
8982                         {
8983                                 surface = rsurface.modelsurfaces + surfacelist[j];
8984                                 if (texture != surface->texture)
8985                                         break;
8986                                 texturesurfacelist[texturenumsurfaces++] = surface;
8987                         }
8988                 }
8989                 else
8990                 {
8991                         rsurface.lightmaptexture = surface->lightmaptexture;
8992                         rsurface.deluxemaptexture = surface->deluxemaptexture;
8993                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8994                         for (;j < endsurface;j++)
8995                         {
8996                                 surface = rsurface.modelsurfaces + surfacelist[j];
8997                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8998                                         break;
8999                                 texturesurfacelist[texturenumsurfaces++] = surface;
9000                         }
9001                 }
9002                 // render the range of surfaces
9003                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9004         }
9005         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9006 }
9007
9008 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9009 {
9010         // transparent surfaces get pushed off into the transparent queue
9011         int surfacelistindex;
9012         const msurface_t *surface;
9013         vec3_t tempcenter, center;
9014         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9015         {
9016                 surface = texturesurfacelist[surfacelistindex];
9017                 if (r_transparent_sortsurfacesbynearest.integer)
9018                 {
9019                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9020                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9021                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9022                 }
9023                 else
9024                 {
9025                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9026                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9027                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9028                 }
9029                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9030                 if (rsurface.entity->transparent_offset) // transparent offset
9031                 {
9032                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9033                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9034                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9035                 }
9036                 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);
9037         }
9038 }
9039
9040 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9041 {
9042         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9043                 return;
9044         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9045                 return;
9046         RSurf_SetupDepthAndCulling();
9047         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9048         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9049         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9050         RSurf_DrawBatch();
9051 }
9052
9053 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9054 {
9055         CHECKGLERROR
9056         if (ui)
9057                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9058         else if (depthonly)
9059                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9060         else if (prepass)
9061         {
9062                 if (!rsurface.texture->currentnumlayers)
9063                         return;
9064                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9065                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9066                 else
9067                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9068         }
9069         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9070                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9071         else if (!rsurface.texture->currentnumlayers)
9072                 return;
9073         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9074         {
9075                 // in the deferred case, transparent surfaces were queued during prepass
9076                 if (!r_shadow_usingdeferredprepass)
9077                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9078         }
9079         else
9080         {
9081                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9082                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9083         }
9084         CHECKGLERROR
9085 }
9086
9087 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9088 {
9089         int i, j;
9090         texture_t *texture;
9091         R_FrameData_SetMark();
9092         // break the surface list down into batches by texture and use of lightmapping
9093         for (i = 0;i < numsurfaces;i = j)
9094         {
9095                 j = i + 1;
9096                 // texture is the base texture pointer, rsurface.texture is the
9097                 // current frame/skin the texture is directing us to use (for example
9098                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9099                 // use skin 1 instead)
9100                 texture = surfacelist[i]->texture;
9101                 rsurface.texture = R_GetCurrentTexture(texture);
9102                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9103                 {
9104                         // if this texture is not the kind we want, skip ahead to the next one
9105                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9106                                 ;
9107                         continue;
9108                 }
9109                 if(FAKELIGHT_ENABLED || depthonly || prepass)
9110                 {
9111                         rsurface.lightmaptexture = NULL;
9112                         rsurface.deluxemaptexture = NULL;
9113                         rsurface.uselightmaptexture = false;
9114                         // simply scan ahead until we find a different texture or lightmap state
9115                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9116                                 ;
9117                 }
9118                 else
9119                 {
9120                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9121                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9122                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9123                         // simply scan ahead until we find a different texture or lightmap state
9124                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9125                                 ;
9126                 }
9127                 // render the range of surfaces
9128                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9129         }
9130         R_FrameData_ReturnToMark();
9131 }
9132
9133 float locboxvertex3f[6*4*3] =
9134 {
9135         1,0,1, 1,0,0, 1,1,0, 1,1,1,
9136         0,1,1, 0,1,0, 0,0,0, 0,0,1,
9137         1,1,1, 1,1,0, 0,1,0, 0,1,1,
9138         0,0,1, 0,0,0, 1,0,0, 1,0,1,
9139         0,0,1, 1,0,1, 1,1,1, 0,1,1,
9140         1,0,0, 0,0,0, 0,1,0, 1,1,0
9141 };
9142
9143 unsigned short locboxelements[6*2*3] =
9144 {
9145          0, 1, 2, 0, 2, 3,
9146          4, 5, 6, 4, 6, 7,
9147          8, 9,10, 8,10,11,
9148         12,13,14, 12,14,15,
9149         16,17,18, 16,18,19,
9150         20,21,22, 20,22,23
9151 };
9152
9153 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9154 {
9155         int i, j;
9156         cl_locnode_t *loc = (cl_locnode_t *)ent;
9157         vec3_t mins, size;
9158         float vertex3f[6*4*3];
9159         CHECKGLERROR
9160         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9161         GL_DepthMask(false);
9162         GL_DepthRange(0, 1);
9163         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9164         GL_DepthTest(true);
9165         GL_CullFace(GL_NONE);
9166         R_EntityMatrix(&identitymatrix);
9167
9168 //      R_Mesh_ResetTextureState();
9169
9170         i = surfacelist[0];
9171         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9172                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9173                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9174                         surfacelist[0] < 0 ? 0.5f : 0.125f);
9175
9176         if (VectorCompare(loc->mins, loc->maxs))
9177         {
9178                 VectorSet(size, 2, 2, 2);
9179                 VectorMA(loc->mins, -0.5f, size, mins);
9180         }
9181         else
9182         {
9183                 VectorCopy(loc->mins, mins);
9184                 VectorSubtract(loc->maxs, loc->mins, size);
9185         }
9186
9187         for (i = 0;i < 6*4*3;)
9188                 for (j = 0;j < 3;j++, i++)
9189                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9190
9191         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9192         R_SetupShader_Generic_NoTexture(false, false);
9193         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9194 }
9195
9196 void R_DrawLocs(void)
9197 {
9198         int index;
9199         cl_locnode_t *loc, *nearestloc;
9200         vec3_t center;
9201         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9202         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9203         {
9204                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9205                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9206         }
9207 }
9208
9209 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9210 {
9211         if (decalsystem->decals)
9212                 Mem_Free(decalsystem->decals);
9213         memset(decalsystem, 0, sizeof(*decalsystem));
9214 }
9215
9216 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)
9217 {
9218         tridecal_t *decal;
9219         tridecal_t *decals;
9220         int i;
9221
9222         // expand or initialize the system
9223         if (decalsystem->maxdecals <= decalsystem->numdecals)
9224         {
9225                 decalsystem_t old = *decalsystem;
9226                 qboolean useshortelements;
9227                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9228                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9229                 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)));
9230                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9231                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9232                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9233                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9234                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9235                 if (decalsystem->numdecals)
9236                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9237                 if (old.decals)
9238                         Mem_Free(old.decals);
9239                 for (i = 0;i < decalsystem->maxdecals*3;i++)
9240                         decalsystem->element3i[i] = i;
9241                 if (useshortelements)
9242                         for (i = 0;i < decalsystem->maxdecals*3;i++)
9243                                 decalsystem->element3s[i] = i;
9244         }
9245
9246         // grab a decal and search for another free slot for the next one
9247         decals = decalsystem->decals;
9248         decal = decalsystem->decals + (i = decalsystem->freedecal++);
9249         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9250                 ;
9251         decalsystem->freedecal = i;
9252         if (decalsystem->numdecals <= i)
9253                 decalsystem->numdecals = i + 1;
9254
9255         // initialize the decal
9256         decal->lived = 0;
9257         decal->triangleindex = triangleindex;
9258         decal->surfaceindex = surfaceindex;
9259         decal->decalsequence = decalsequence;
9260         decal->color4f[0][0] = c0[0];
9261         decal->color4f[0][1] = c0[1];
9262         decal->color4f[0][2] = c0[2];
9263         decal->color4f[0][3] = 1;
9264         decal->color4f[1][0] = c1[0];
9265         decal->color4f[1][1] = c1[1];
9266         decal->color4f[1][2] = c1[2];
9267         decal->color4f[1][3] = 1;
9268         decal->color4f[2][0] = c2[0];
9269         decal->color4f[2][1] = c2[1];
9270         decal->color4f[2][2] = c2[2];
9271         decal->color4f[2][3] = 1;
9272         decal->vertex3f[0][0] = v0[0];
9273         decal->vertex3f[0][1] = v0[1];
9274         decal->vertex3f[0][2] = v0[2];
9275         decal->vertex3f[1][0] = v1[0];
9276         decal->vertex3f[1][1] = v1[1];
9277         decal->vertex3f[1][2] = v1[2];
9278         decal->vertex3f[2][0] = v2[0];
9279         decal->vertex3f[2][1] = v2[1];
9280         decal->vertex3f[2][2] = v2[2];
9281         decal->texcoord2f[0][0] = t0[0];
9282         decal->texcoord2f[0][1] = t0[1];
9283         decal->texcoord2f[1][0] = t1[0];
9284         decal->texcoord2f[1][1] = t1[1];
9285         decal->texcoord2f[2][0] = t2[0];
9286         decal->texcoord2f[2][1] = t2[1];
9287         TriangleNormal(v0, v1, v2, decal->plane);
9288         VectorNormalize(decal->plane);
9289         decal->plane[3] = DotProduct(v0, decal->plane);
9290 }
9291
9292 extern cvar_t cl_decals_bias;
9293 extern cvar_t cl_decals_models;
9294 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9295 // baseparms, parms, temps
9296 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)
9297 {
9298         int cornerindex;
9299         int index;
9300         float v[9][3];
9301         const float *vertex3f;
9302         const float *normal3f;
9303         int numpoints;
9304         float points[2][9][3];
9305         float temp[3];
9306         float tc[9][2];
9307         float f;
9308         float c[9][4];
9309         const int *e;
9310
9311         e = rsurface.modelelement3i + 3*triangleindex;
9312
9313         vertex3f = rsurface.modelvertex3f;
9314         normal3f = rsurface.modelnormal3f;
9315
9316         if (normal3f)
9317         {
9318                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9319                 {
9320                         index = 3*e[cornerindex];
9321                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9322                 }
9323         }
9324         else
9325         {
9326                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9327                 {
9328                         index = 3*e[cornerindex];
9329                         VectorCopy(vertex3f + index, v[cornerindex]);
9330                 }
9331         }
9332
9333         // cull backfaces
9334         //TriangleNormal(v[0], v[1], v[2], normal);
9335         //if (DotProduct(normal, localnormal) < 0.0f)
9336         //      continue;
9337         // clip by each of the box planes formed from the projection matrix
9338         // if anything survives, we emit the decal
9339         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]);
9340         if (numpoints < 3)
9341                 return;
9342         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]);
9343         if (numpoints < 3)
9344                 return;
9345         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]);
9346         if (numpoints < 3)
9347                 return;
9348         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]);
9349         if (numpoints < 3)
9350                 return;
9351         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]);
9352         if (numpoints < 3)
9353                 return;
9354         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]);
9355         if (numpoints < 3)
9356                 return;
9357         // some part of the triangle survived, so we have to accept it...
9358         if (dynamic)
9359         {
9360                 // dynamic always uses the original triangle
9361                 numpoints = 3;
9362                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9363                 {
9364                         index = 3*e[cornerindex];
9365                         VectorCopy(vertex3f + index, v[cornerindex]);
9366                 }
9367         }
9368         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9369         {
9370                 // convert vertex positions to texcoords
9371                 Matrix4x4_Transform(projection, v[cornerindex], temp);
9372                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9373                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9374                 // calculate distance fade from the projection origin
9375                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9376                 f = bound(0.0f, f, 1.0f);
9377                 c[cornerindex][0] = r * f;
9378                 c[cornerindex][1] = g * f;
9379                 c[cornerindex][2] = b * f;
9380                 c[cornerindex][3] = 1.0f;
9381                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9382         }
9383         if (dynamic)
9384                 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);
9385         else
9386                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9387                         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);
9388 }
9389 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)
9390 {
9391         matrix4x4_t projection;
9392         decalsystem_t *decalsystem;
9393         qboolean dynamic;
9394         dp_model_t *model;
9395         const msurface_t *surface;
9396         const msurface_t *surfaces;
9397         const int *surfacelist;
9398         const texture_t *texture;
9399         int numtriangles;
9400         int numsurfacelist;
9401         int surfacelistindex;
9402         int surfaceindex;
9403         int triangleindex;
9404         float localorigin[3];
9405         float localnormal[3];
9406         float localmins[3];
9407         float localmaxs[3];
9408         float localsize;
9409         //float normal[3];
9410         float planes[6][4];
9411         float angles[3];
9412         bih_t *bih;
9413         int bih_triangles_count;
9414         int bih_triangles[256];
9415         int bih_surfaces[256];
9416
9417         decalsystem = &ent->decalsystem;
9418         model = ent->model;
9419         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9420         {
9421                 R_DecalSystem_Reset(&ent->decalsystem);
9422                 return;
9423         }
9424
9425         if (!model->brush.data_leafs && !cl_decals_models.integer)
9426         {
9427                 if (decalsystem->model)
9428                         R_DecalSystem_Reset(decalsystem);
9429                 return;
9430         }
9431
9432         if (decalsystem->model != model)
9433                 R_DecalSystem_Reset(decalsystem);
9434         decalsystem->model = model;
9435
9436         RSurf_ActiveModelEntity(ent, true, false, false);
9437
9438         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9439         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9440         VectorNormalize(localnormal);
9441         localsize = worldsize*rsurface.inversematrixscale;
9442         localmins[0] = localorigin[0] - localsize;
9443         localmins[1] = localorigin[1] - localsize;
9444         localmins[2] = localorigin[2] - localsize;
9445         localmaxs[0] = localorigin[0] + localsize;
9446         localmaxs[1] = localorigin[1] + localsize;
9447         localmaxs[2] = localorigin[2] + localsize;
9448
9449         //VectorCopy(localnormal, planes[4]);
9450         //VectorVectors(planes[4], planes[2], planes[0]);
9451         AnglesFromVectors(angles, localnormal, NULL, false);
9452         AngleVectors(angles, planes[0], planes[2], planes[4]);
9453         VectorNegate(planes[0], planes[1]);
9454         VectorNegate(planes[2], planes[3]);
9455         VectorNegate(planes[4], planes[5]);
9456         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9457         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9458         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9459         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9460         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9461         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9462
9463 #if 1
9464 // works
9465 {
9466         matrix4x4_t forwardprojection;
9467         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9468         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9469 }
9470 #else
9471 // broken
9472 {
9473         float projectionvector[4][3];
9474         VectorScale(planes[0], ilocalsize, projectionvector[0]);
9475         VectorScale(planes[2], ilocalsize, projectionvector[1]);
9476         VectorScale(planes[4], ilocalsize, projectionvector[2]);
9477         projectionvector[0][0] = planes[0][0] * ilocalsize;
9478         projectionvector[0][1] = planes[1][0] * ilocalsize;
9479         projectionvector[0][2] = planes[2][0] * ilocalsize;
9480         projectionvector[1][0] = planes[0][1] * ilocalsize;
9481         projectionvector[1][1] = planes[1][1] * ilocalsize;
9482         projectionvector[1][2] = planes[2][1] * ilocalsize;
9483         projectionvector[2][0] = planes[0][2] * ilocalsize;
9484         projectionvector[2][1] = planes[1][2] * ilocalsize;
9485         projectionvector[2][2] = planes[2][2] * ilocalsize;
9486         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9487         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9488         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9489         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9490 }
9491 #endif
9492
9493         dynamic = model->surfmesh.isanimated;
9494         numsurfacelist = model->nummodelsurfaces;
9495         surfacelist = model->sortedmodelsurfaces;
9496         surfaces = model->data_surfaces;
9497
9498         bih = NULL;
9499         bih_triangles_count = -1;
9500         if(!dynamic)
9501         {
9502                 if(model->render_bih.numleafs)
9503                         bih = &model->render_bih;
9504                 else if(model->collision_bih.numleafs)
9505                         bih = &model->collision_bih;
9506         }
9507         if(bih)
9508                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9509         if(bih_triangles_count == 0)
9510                 return;
9511         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9512                 return;
9513         if(bih_triangles_count > 0)
9514         {
9515                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9516                 {
9517                         surfaceindex = bih_surfaces[triangleindex];
9518                         surface = surfaces + surfaceindex;
9519                         texture = surface->texture;
9520                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9521                                 continue;
9522                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9523                                 continue;
9524                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9525                 }
9526         }
9527         else
9528         {
9529                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9530                 {
9531                         surfaceindex = surfacelist[surfacelistindex];
9532                         surface = surfaces + surfaceindex;
9533                         // check cull box first because it rejects more than any other check
9534                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9535                                 continue;
9536                         // skip transparent surfaces
9537                         texture = surface->texture;
9538                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9539                                 continue;
9540                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9541                                 continue;
9542                         numtriangles = surface->num_triangles;
9543                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9544                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9545                 }
9546         }
9547 }
9548
9549 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9550 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)
9551 {
9552         int renderentityindex;
9553         float worldmins[3];
9554         float worldmaxs[3];
9555         entity_render_t *ent;
9556
9557         if (!cl_decals_newsystem.integer)
9558                 return;
9559
9560         worldmins[0] = worldorigin[0] - worldsize;
9561         worldmins[1] = worldorigin[1] - worldsize;
9562         worldmins[2] = worldorigin[2] - worldsize;
9563         worldmaxs[0] = worldorigin[0] + worldsize;
9564         worldmaxs[1] = worldorigin[1] + worldsize;
9565         worldmaxs[2] = worldorigin[2] + worldsize;
9566
9567         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9568
9569         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9570         {
9571                 ent = r_refdef.scene.entities[renderentityindex];
9572                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9573                         continue;
9574
9575                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9576         }
9577 }
9578
9579 typedef struct r_decalsystem_splatqueue_s
9580 {
9581         vec3_t worldorigin;
9582         vec3_t worldnormal;
9583         float color[4];
9584         float tcrange[4];
9585         float worldsize;
9586         unsigned int decalsequence;
9587 }
9588 r_decalsystem_splatqueue_t;
9589
9590 int r_decalsystem_numqueued = 0;
9591 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9592
9593 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)
9594 {
9595         r_decalsystem_splatqueue_t *queue;
9596
9597         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9598                 return;
9599
9600         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9601         VectorCopy(worldorigin, queue->worldorigin);
9602         VectorCopy(worldnormal, queue->worldnormal);
9603         Vector4Set(queue->color, r, g, b, a);
9604         Vector4Set(queue->tcrange, s1, t1, s2, t2);
9605         queue->worldsize = worldsize;
9606         queue->decalsequence = cl.decalsequence++;
9607 }
9608
9609 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9610 {
9611         int i;
9612         r_decalsystem_splatqueue_t *queue;
9613
9614         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9615                 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);
9616         r_decalsystem_numqueued = 0;
9617 }
9618
9619 extern cvar_t cl_decals_max;
9620 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9621 {
9622         int i;
9623         decalsystem_t *decalsystem = &ent->decalsystem;
9624         int numdecals;
9625         unsigned int killsequence;
9626         tridecal_t *decal;
9627         float frametime;
9628         float lifetime;
9629
9630         if (!decalsystem->numdecals)
9631                 return;
9632
9633         if (r_showsurfaces.integer)
9634                 return;
9635
9636         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9637         {
9638                 R_DecalSystem_Reset(decalsystem);
9639                 return;
9640         }
9641
9642         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9643         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9644
9645         if (decalsystem->lastupdatetime)
9646                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9647         else
9648                 frametime = 0;
9649         decalsystem->lastupdatetime = r_refdef.scene.time;
9650         numdecals = decalsystem->numdecals;
9651
9652         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9653         {
9654                 if (decal->color4f[0][3])
9655                 {
9656                         decal->lived += frametime;
9657                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9658                         {
9659                                 memset(decal, 0, sizeof(*decal));
9660                                 if (decalsystem->freedecal > i)
9661                                         decalsystem->freedecal = i;
9662                         }
9663                 }
9664         }
9665         decal = decalsystem->decals;
9666         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9667                 numdecals--;
9668
9669         // collapse the array by shuffling the tail decals into the gaps
9670         for (;;)
9671         {
9672                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9673                         decalsystem->freedecal++;
9674                 if (decalsystem->freedecal == numdecals)
9675                         break;
9676                 decal[decalsystem->freedecal] = decal[--numdecals];
9677         }
9678
9679         decalsystem->numdecals = numdecals;
9680
9681         if (numdecals <= 0)
9682         {
9683                 // if there are no decals left, reset decalsystem
9684                 R_DecalSystem_Reset(decalsystem);
9685         }
9686 }
9687
9688 extern skinframe_t *decalskinframe;
9689 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9690 {
9691         int i;
9692         decalsystem_t *decalsystem = &ent->decalsystem;
9693         int numdecals;
9694         tridecal_t *decal;
9695         float faderate;
9696         float alpha;
9697         float *v3f;
9698         float *c4f;
9699         float *t2f;
9700         const int *e;
9701         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9702         int numtris = 0;
9703
9704         numdecals = decalsystem->numdecals;
9705         if (!numdecals)
9706                 return;
9707
9708         if (r_showsurfaces.integer)
9709                 return;
9710
9711         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9712         {
9713                 R_DecalSystem_Reset(decalsystem);
9714                 return;
9715         }
9716
9717         // if the model is static it doesn't matter what value we give for
9718         // wantnormals and wanttangents, so this logic uses only rules applicable
9719         // to a model, knowing that they are meaningless otherwise
9720         RSurf_ActiveModelEntity(ent, false, false, false);
9721
9722         decalsystem->lastupdatetime = r_refdef.scene.time;
9723
9724         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9725
9726         // update vertex positions for animated models
9727         v3f = decalsystem->vertex3f;
9728         c4f = decalsystem->color4f;
9729         t2f = decalsystem->texcoord2f;
9730         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9731         {
9732                 if (!decal->color4f[0][3])
9733                         continue;
9734
9735                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9736                         continue;
9737
9738                 // skip backfaces
9739                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9740                         continue;
9741
9742                 // update color values for fading decals
9743                 if (decal->lived >= cl_decals_time.value)
9744                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9745                 else
9746                         alpha = 1.0f;
9747
9748                 c4f[ 0] = decal->color4f[0][0] * alpha;
9749                 c4f[ 1] = decal->color4f[0][1] * alpha;
9750                 c4f[ 2] = decal->color4f[0][2] * alpha;
9751                 c4f[ 3] = 1;
9752                 c4f[ 4] = decal->color4f[1][0] * alpha;
9753                 c4f[ 5] = decal->color4f[1][1] * alpha;
9754                 c4f[ 6] = decal->color4f[1][2] * alpha;
9755                 c4f[ 7] = 1;
9756                 c4f[ 8] = decal->color4f[2][0] * alpha;
9757                 c4f[ 9] = decal->color4f[2][1] * alpha;
9758                 c4f[10] = decal->color4f[2][2] * alpha;
9759                 c4f[11] = 1;
9760
9761                 t2f[0] = decal->texcoord2f[0][0];
9762                 t2f[1] = decal->texcoord2f[0][1];
9763                 t2f[2] = decal->texcoord2f[1][0];
9764                 t2f[3] = decal->texcoord2f[1][1];
9765                 t2f[4] = decal->texcoord2f[2][0];
9766                 t2f[5] = decal->texcoord2f[2][1];
9767
9768                 // update vertex positions for animated models
9769                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9770                 {
9771                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9772                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9773                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9774                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9775                 }
9776                 else
9777                 {
9778                         VectorCopy(decal->vertex3f[0], v3f);
9779                         VectorCopy(decal->vertex3f[1], v3f + 3);
9780                         VectorCopy(decal->vertex3f[2], v3f + 6);
9781                 }
9782
9783                 if (r_refdef.fogenabled)
9784                 {
9785                         alpha = RSurf_FogVertex(v3f);
9786                         VectorScale(c4f, alpha, c4f);
9787                         alpha = RSurf_FogVertex(v3f + 3);
9788                         VectorScale(c4f + 4, alpha, c4f + 4);
9789                         alpha = RSurf_FogVertex(v3f + 6);
9790                         VectorScale(c4f + 8, alpha, c4f + 8);
9791                 }
9792
9793                 v3f += 9;
9794                 c4f += 12;
9795                 t2f += 6;
9796                 numtris++;
9797         }
9798
9799         if (numtris > 0)
9800         {
9801                 r_refdef.stats[r_stat_drawndecals] += numtris;
9802
9803                 // now render the decals all at once
9804                 // (this assumes they all use one particle font texture!)
9805                 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);
9806 //              R_Mesh_ResetTextureState();
9807                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9808                 GL_DepthMask(false);
9809                 GL_DepthRange(0, 1);
9810                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9811                 GL_DepthTest(true);
9812                 GL_CullFace(GL_NONE);
9813                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9814                 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9815                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9816         }
9817 }
9818
9819 static void R_DrawModelDecals(void)
9820 {
9821         int i, numdecals;
9822
9823         // fade faster when there are too many decals
9824         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9825         for (i = 0;i < r_refdef.scene.numentities;i++)
9826                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9827
9828         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9829         for (i = 0;i < r_refdef.scene.numentities;i++)
9830                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9831                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9832
9833         R_DecalSystem_ApplySplatEntitiesQueue();
9834
9835         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9836         for (i = 0;i < r_refdef.scene.numentities;i++)
9837                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9838
9839         r_refdef.stats[r_stat_totaldecals] += numdecals;
9840
9841         if (r_showsurfaces.integer)
9842                 return;
9843
9844         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9845
9846         for (i = 0;i < r_refdef.scene.numentities;i++)
9847         {
9848                 if (!r_refdef.viewcache.entityvisible[i])
9849                         continue;
9850                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9851                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9852         }
9853 }
9854
9855 extern cvar_t mod_collision_bih;
9856 static void R_DrawDebugModel(void)
9857 {
9858         entity_render_t *ent = rsurface.entity;
9859         int i, j, flagsmask;
9860         const msurface_t *surface;
9861         dp_model_t *model = ent->model;
9862
9863         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9864                 return;
9865
9866         if (r_showoverdraw.value > 0)
9867         {
9868                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9869                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9870                 R_SetupShader_Generic_NoTexture(false, false);
9871                 GL_DepthTest(false);
9872                 GL_DepthMask(false);
9873                 GL_DepthRange(0, 1);
9874                 GL_BlendFunc(GL_ONE, GL_ONE);
9875                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9876                 {
9877                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9878                                 continue;
9879                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9880                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9881                         {
9882                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9883                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9884                                 if (!rsurface.texture->currentlayers->depthmask)
9885                                         GL_Color(c, 0, 0, 1.0f);
9886                                 else if (ent == r_refdef.scene.worldentity)
9887                                         GL_Color(c, c, c, 1.0f);
9888                                 else
9889                                         GL_Color(0, c, 0, 1.0f);
9890                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9891                                 RSurf_DrawBatch();
9892                         }
9893                 }
9894                 rsurface.texture = NULL;
9895         }
9896
9897         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9898
9899 //      R_Mesh_ResetTextureState();
9900         R_SetupShader_Generic_NoTexture(false, false);
9901         GL_DepthRange(0, 1);
9902         GL_DepthTest(!r_showdisabledepthtest.integer);
9903         GL_DepthMask(false);
9904         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9905
9906         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9907         {
9908                 int triangleindex;
9909                 int bihleafindex;
9910                 qboolean cullbox = false;
9911                 const q3mbrush_t *brush;
9912                 const bih_t *bih = &model->collision_bih;
9913                 const bih_leaf_t *bihleaf;
9914                 float vertex3f[3][3];
9915                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9916                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9917                 {
9918                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9919                                 continue;
9920                         switch (bihleaf->type)
9921                         {
9922                         case BIH_BRUSH:
9923                                 brush = model->brush.data_brushes + bihleaf->itemindex;
9924                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
9925                                 {
9926                                         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);
9927                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9928                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9929                                 }
9930                                 break;
9931                         case BIH_COLLISIONTRIANGLE:
9932                                 triangleindex = bihleaf->itemindex;
9933                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9934                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9935                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
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(3, vertex3f[0], NULL, NULL);
9938                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9939                                 break;
9940                         case BIH_RENDERTRIANGLE:
9941                                 triangleindex = bihleaf->itemindex;
9942                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9943                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9944                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9945                                 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);
9946                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9947                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9948                                 break;
9949                         }
9950                 }
9951         }
9952
9953         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9954
9955 #ifndef USE_GLES2
9956         if (r_showtris.value > 0 && qglPolygonMode)
9957         {
9958                 if (r_showdisabledepthtest.integer)
9959                 {
9960                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9961                         GL_DepthMask(false);
9962                 }
9963                 else
9964                 {
9965                         GL_BlendFunc(GL_ONE, GL_ZERO);
9966                         GL_DepthMask(true);
9967                 }
9968                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9969                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9970                 {
9971                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9972                                 continue;
9973                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9974                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9975                         {
9976                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9977                                 if (!rsurface.texture->currentlayers->depthmask)
9978                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9979                                 else if (ent == r_refdef.scene.worldentity)
9980                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9981                                 else
9982                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9983                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9984                                 RSurf_DrawBatch();
9985                         }
9986                 }
9987                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9988                 rsurface.texture = NULL;
9989         }
9990
9991 # if 0
9992         // FIXME!  implement r_shownormals with just triangles
9993         if (r_shownormals.value != 0 && qglBegin)
9994         {
9995                 int l, k;
9996                 vec3_t v;
9997                 if (r_showdisabledepthtest.integer)
9998                 {
9999                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10000                         GL_DepthMask(false);
10001                 }
10002                 else
10003                 {
10004                         GL_BlendFunc(GL_ONE, GL_ZERO);
10005                         GL_DepthMask(true);
10006                 }
10007                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10008                 {
10009                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10010                                 continue;
10011                         rsurface.texture = R_GetCurrentTexture(surface->texture);
10012                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10013                         {
10014                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10015                                 qglBegin(GL_LINES);
10016                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10017                                 {
10018                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10019                                         {
10020                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10021                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10022                                                 qglVertex3f(v[0], v[1], v[2]);
10023                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10024                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10025                                                 qglVertex3f(v[0], v[1], v[2]);
10026                                         }
10027                                 }
10028                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10029                                 {
10030                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10031                                         {
10032                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10033                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10034                                                 qglVertex3f(v[0], v[1], v[2]);
10035                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10036                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10037                                                 qglVertex3f(v[0], v[1], v[2]);
10038                                         }
10039                                 }
10040                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10041                                 {
10042                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10043                                         {
10044                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10045                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10046                                                 qglVertex3f(v[0], v[1], v[2]);
10047                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10048                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10049                                                 qglVertex3f(v[0], v[1], v[2]);
10050                                         }
10051                                 }
10052                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10053                                 {
10054                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10055                                         {
10056                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10057                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10058                                                 qglVertex3f(v[0], v[1], v[2]);
10059                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10060                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10061                                                 qglVertex3f(v[0], v[1], v[2]);
10062                                         }
10063                                 }
10064                                 qglEnd();
10065                                 CHECKGLERROR
10066                         }
10067                 }
10068                 rsurface.texture = NULL;
10069         }
10070 # endif
10071 #endif
10072 }
10073
10074 int r_maxsurfacelist = 0;
10075 const msurface_t **r_surfacelist = NULL;
10076 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10077 {
10078         int i, j, endj, flagsmask;
10079         dp_model_t *model = ent->model;
10080         msurface_t *surfaces;
10081         unsigned char *update;
10082         int numsurfacelist = 0;
10083         if (model == NULL)
10084                 return;
10085
10086         if (r_maxsurfacelist < model->num_surfaces)
10087         {
10088                 r_maxsurfacelist = model->num_surfaces;
10089                 if (r_surfacelist)
10090                         Mem_Free((msurface_t **)r_surfacelist);
10091                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10092         }
10093
10094         if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10095                 RSurf_ActiveModelEntity(ent, false, false, false);
10096         else if (prepass)
10097                 RSurf_ActiveModelEntity(ent, true, true, true);
10098         else if (depthonly)
10099                 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10100         else
10101                 RSurf_ActiveModelEntity(ent, true, true, false);
10102
10103         surfaces = model->data_surfaces;
10104         update = model->brushq1.lightmapupdateflags;
10105
10106         // update light styles
10107         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10108         {
10109                 model_brush_lightstyleinfo_t *style;
10110                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10111                 {
10112                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
10113                         {
10114                                 int *list = style->surfacelist;
10115                                 style->value = r_refdef.scene.lightstylevalue[style->style];
10116                                 for (j = 0;j < style->numsurfaces;j++)
10117                                         update[list[j]] = true;
10118                         }
10119                 }
10120         }
10121
10122         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10123
10124         if (debug)
10125         {
10126                 R_DrawDebugModel();
10127                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10128                 return;
10129         }
10130
10131         rsurface.lightmaptexture = NULL;
10132         rsurface.deluxemaptexture = NULL;
10133         rsurface.uselightmaptexture = false;
10134         rsurface.texture = NULL;
10135         rsurface.rtlight = NULL;
10136         numsurfacelist = 0;
10137         // add visible surfaces to draw list
10138         if (ent == r_refdef.scene.worldentity)
10139         {
10140                 // for the world entity, check surfacevisible
10141                 for (i = 0;i < model->nummodelsurfaces;i++)
10142                 {
10143                         j = model->sortedmodelsurfaces[i];
10144                         if (r_refdef.viewcache.world_surfacevisible[j])
10145                                 r_surfacelist[numsurfacelist++] = surfaces + j;
10146                 }
10147         }
10148         else if (ui)
10149         {
10150                 // for ui we have to preserve the order of surfaces
10151                 for (i = 0; i < model->nummodelsurfaces; i++)
10152                         r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10153         }
10154         else
10155         {
10156                 // add all surfaces
10157                 for (i = 0; i < model->nummodelsurfaces; i++)
10158                         r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10159         }
10160         // don't do anything if there were no surfaces
10161         if (!numsurfacelist)
10162         {
10163                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10164                 return;
10165         }
10166         // update lightmaps if needed
10167         if (update)
10168         {
10169                 int updated = 0;
10170                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10171                 {
10172                         if (update[j])
10173                         {
10174                                 updated++;
10175                                 R_BuildLightMap(ent, surfaces + j);
10176                         }
10177                 }
10178         }
10179
10180         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10181
10182         // add to stats if desired
10183         if (r_speeds.integer && !skysurfaces && !depthonly)
10184         {
10185                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10186                 for (j = 0;j < numsurfacelist;j++)
10187                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10188         }
10189
10190         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10191 }
10192
10193 void R_DebugLine(vec3_t start, vec3_t end)
10194 {
10195         dp_model_t *mod = CL_Mesh_UI();
10196         msurface_t *surf;
10197         int e0, e1, e2, e3;
10198         float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10199         float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10200         float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10201         vec4_t w[2], s[2];
10202
10203         // transform to screen coords first
10204         Vector4Set(w[0], start[0], start[1], start[2], 1);
10205         Vector4Set(w[1], end[0], end[1], end[2], 1);
10206         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10207         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10208         x1 = s[0][0] * vid_conwidth.value / vid.width;
10209         y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10210         x2 = s[1][0] * vid_conwidth.value / vid.width;
10211         y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10212         //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10213
10214         // add the line to the UI mesh for drawing later
10215
10216         // width is measured in real pixels
10217         if (fabs(x2 - x1) > fabs(y2 - y1))
10218         {
10219                 offsetx = 0;
10220                 offsety = 0.5f * width * vid_conheight.value / vid.height;
10221         }
10222         else
10223         {
10224                 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10225                 offsety = 0;
10226         }
10227         surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10228         e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10229         e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10230         e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10231         e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10232         Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10233         Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10234
10235 }
10236
10237
10238 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10239 {
10240         int q;
10241         static texture_t texture;
10242         static msurface_t surface;
10243         const msurface_t *surfacelist = &surface;
10244
10245         // fake enough texture and surface state to render this geometry
10246
10247         texture.update_lastrenderframe = -1; // regenerate this texture
10248         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10249         texture.basealpha = 1.0f;
10250         texture.currentskinframe = skinframe;
10251         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10252         texture.offsetmapping = OFFSETMAPPING_OFF;
10253         texture.offsetscale = 1;
10254         texture.specularscalemod = 1;
10255         texture.specularpowermod = 1;
10256         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10257         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10258         // JUST GREP FOR "specularscalemod = 1".
10259
10260         for (q = 0; q < 3; q++)
10261         {
10262                 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10263                 texture.render_modellight_lightdir[q] = q == 2;
10264                 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10265                 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10266                 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10267                 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10268                 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10269                 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10270                 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10271                 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10272         }
10273         texture.currentalpha = 1.0f;
10274
10275         surface.texture = &texture;
10276         surface.num_triangles = numtriangles;
10277         surface.num_firsttriangle = firsttriangle;
10278         surface.num_vertices = numvertices;
10279         surface.num_firstvertex = firstvertex;
10280
10281         // now render it
10282         rsurface.texture = R_GetCurrentTexture(surface.texture);
10283         rsurface.lightmaptexture = NULL;
10284         rsurface.deluxemaptexture = NULL;
10285         rsurface.uselightmaptexture = false;
10286         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10287 }
10288
10289 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)
10290 {
10291         static msurface_t surface;
10292         const msurface_t *surfacelist = &surface;
10293
10294         // fake enough texture and surface state to render this geometry
10295         surface.texture = texture;
10296         surface.num_triangles = numtriangles;
10297         surface.num_firsttriangle = firsttriangle;
10298         surface.num_vertices = numvertices;
10299         surface.num_firstvertex = firstvertex;
10300
10301         // now render it
10302         rsurface.texture = R_GetCurrentTexture(surface.texture);
10303         rsurface.lightmaptexture = NULL;
10304         rsurface.deluxemaptexture = NULL;
10305         rsurface.uselightmaptexture = false;
10306         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10307 }