]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_rmain.c
Go back to defining GL enums ourselves rather than relying on SDL_opengl.h on desktop.
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26 #include "ft2.h"
27 #include "csprogs.h"
28 #include "cl_video.h"
29 #include "cl_collision.h"
30
31 #ifdef WIN32
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
33 #ifdef __cplusplus
34 extern "C" {
35 #endif
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
37 #ifdef __cplusplus
38 }
39 #endif
40 #endif
41
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
44
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
46
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
49 qboolean r_loadfog;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
53
54 //
55 // screen size info
56 //
57 r_refdef_t r_refdef;
58
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
71
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
77
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%,  10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
119
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
123
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
129
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
156
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
165
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
168
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
172
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
183
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
203
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
213
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
218
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
221
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
228
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
239
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
241
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
243
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
245
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
247
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
252
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
255
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
257
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
260 {
261         {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262         {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263         {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264         {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
265 };
266
267 extern cvar_t v_glslgamma_2d;
268
269 extern qboolean v_flipped_state;
270
271 r_framebufferstate_t r_fb;
272
273 /// shadow volume bsp struct with automatically growing nodes buffer
274 svbsp_t r_svbsp;
275
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
277
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
291
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
294 {
295         char basename[64];
296         rtexture_t *texture;
297 }
298 cubemapinfo_t;
299
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
302
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
306
307 typedef struct r_qwskincache_s
308 {
309         char name[MAX_QPATH];
310         skinframe_t *skinframe;
311 }
312 r_qwskincache_t;
313
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
316
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
320 {
321         0, 0, 0,
322         1, 0, 0,
323         1, 1, 0,
324         0, 1, 0
325 };
326
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
328 {
329         int i;
330         for (i = 0;i < verts;i++)
331         {
332                 out[0] = in[0] * r;
333                 out[1] = in[1] * g;
334                 out[2] = in[2] * b;
335                 out[3] = in[3];
336                 in += 4;
337                 out += 4;
338         }
339 }
340
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
342 {
343         int i;
344         for (i = 0;i < verts;i++)
345         {
346                 out[0] = r;
347                 out[1] = g;
348                 out[2] = b;
349                 out[3] = a;
350                 out += 4;
351         }
352 }
353
354 // FIXME: move this to client?
355 void FOG_clear(void)
356 {
357         if (gamemode == GAME_NEHAHRA)
358         {
359                 Cvar_Set("gl_fogenable", "0");
360                 Cvar_Set("gl_fogdensity", "0.2");
361                 Cvar_Set("gl_fogred", "0.3");
362                 Cvar_Set("gl_foggreen", "0.3");
363                 Cvar_Set("gl_fogblue", "0.3");
364         }
365         r_refdef.fog_density = 0;
366         r_refdef.fog_red = 0;
367         r_refdef.fog_green = 0;
368         r_refdef.fog_blue = 0;
369         r_refdef.fog_alpha = 1;
370         r_refdef.fog_start = 0;
371         r_refdef.fog_end = 16384;
372         r_refdef.fog_height = 1<<30;
373         r_refdef.fog_fadedepth = 128;
374         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
375 }
376
377 static void R_BuildBlankTextures(void)
378 {
379         unsigned char data[4];
380         data[2] = 128; // normal X
381         data[1] = 128; // normal Y
382         data[0] = 255; // normal Z
383         data[3] = 255; // height
384         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385         data[0] = 255;
386         data[1] = 255;
387         data[2] = 255;
388         data[3] = 255;
389         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390         data[0] = 128;
391         data[1] = 128;
392         data[2] = 128;
393         data[3] = 255;
394         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395         data[0] = 0;
396         data[1] = 0;
397         data[2] = 0;
398         data[3] = 255;
399         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 }
401
402 static void R_BuildNoTexture(void)
403 {
404         int x, y;
405         unsigned char pix[16][16][4];
406         // this makes a light grey/dark grey checkerboard texture
407         for (y = 0;y < 16;y++)
408         {
409                 for (x = 0;x < 16;x++)
410                 {
411                         if ((y < 8) ^ (x < 8))
412                         {
413                                 pix[y][x][0] = 128;
414                                 pix[y][x][1] = 128;
415                                 pix[y][x][2] = 128;
416                                 pix[y][x][3] = 255;
417                         }
418                         else
419                         {
420                                 pix[y][x][0] = 64;
421                                 pix[y][x][1] = 64;
422                                 pix[y][x][2] = 64;
423                                 pix[y][x][3] = 255;
424                         }
425                 }
426         }
427         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
428 }
429
430 static void R_BuildWhiteCube(void)
431 {
432         unsigned char data[6*1*1*4];
433         memset(data, 255, sizeof(data));
434         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
435 }
436
437 static void R_BuildNormalizationCube(void)
438 {
439         int x, y, side;
440         vec3_t v;
441         vec_t s, t, intensity;
442 #define NORMSIZE 64
443         unsigned char *data;
444         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445         for (side = 0;side < 6;side++)
446         {
447                 for (y = 0;y < NORMSIZE;y++)
448                 {
449                         for (x = 0;x < NORMSIZE;x++)
450                         {
451                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
453                                 switch(side)
454                                 {
455                                 default:
456                                 case 0:
457                                         v[0] = 1;
458                                         v[1] = -t;
459                                         v[2] = -s;
460                                         break;
461                                 case 1:
462                                         v[0] = -1;
463                                         v[1] = -t;
464                                         v[2] = s;
465                                         break;
466                                 case 2:
467                                         v[0] = s;
468                                         v[1] = 1;
469                                         v[2] = t;
470                                         break;
471                                 case 3:
472                                         v[0] = s;
473                                         v[1] = -1;
474                                         v[2] = -t;
475                                         break;
476                                 case 4:
477                                         v[0] = s;
478                                         v[1] = -t;
479                                         v[2] = 1;
480                                         break;
481                                 case 5:
482                                         v[0] = -s;
483                                         v[1] = -t;
484                                         v[2] = -1;
485                                         break;
486                                 }
487                                 intensity = 127.0f / sqrt(DotProduct(v, v));
488                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491                                 data[((side*64+y)*64+x)*4+3] = 255;
492                         }
493                 }
494         }
495         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
496         Mem_Free(data);
497 }
498
499 static void R_BuildFogTexture(void)
500 {
501         int x, b;
502 #define FOGWIDTH 256
503         unsigned char data1[FOGWIDTH][4];
504         //unsigned char data2[FOGWIDTH][4];
505         double d, r, alpha;
506
507         r_refdef.fogmasktable_start = r_refdef.fog_start;
508         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509         r_refdef.fogmasktable_range = r_refdef.fogrange;
510         r_refdef.fogmasktable_density = r_refdef.fog_density;
511
512         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
514         {
515                 d = (x * r - r_refdef.fogmasktable_start);
516                 if(developer_extra.integer)
517                         Con_DPrintf("%f ", d);
518                 d = max(0, d);
519                 if (r_fog_exp2.integer)
520                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
521                 else
522                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523                 if(developer_extra.integer)
524                         Con_DPrintf(" : %f ", alpha);
525                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526                 if(developer_extra.integer)
527                         Con_DPrintf(" = %f\n", alpha);
528                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
529         }
530
531         for (x = 0;x < FOGWIDTH;x++)
532         {
533                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
534                 data1[x][0] = b;
535                 data1[x][1] = b;
536                 data1[x][2] = b;
537                 data1[x][3] = 255;
538                 //data2[x][0] = 255 - b;
539                 //data2[x][1] = 255 - b;
540                 //data2[x][2] = 255 - b;
541                 //data2[x][3] = 255;
542         }
543         if (r_texture_fogattenuation)
544         {
545                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
547         }
548         else
549         {
550                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
552         }
553 }
554
555 static void R_BuildFogHeightTexture(void)
556 {
557         unsigned char *inpixels;
558         int size;
559         int x;
560         int y;
561         int j;
562         float c[4];
563         float f;
564         inpixels = NULL;
565         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566         if (r_refdef.fogheighttexturename[0])
567                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
568         if (!inpixels)
569         {
570                 r_refdef.fog_height_tablesize = 0;
571                 if (r_texture_fogheighttexture)
572                         R_FreeTexture(r_texture_fogheighttexture);
573                 r_texture_fogheighttexture = NULL;
574                 if (r_refdef.fog_height_table2d)
575                         Mem_Free(r_refdef.fog_height_table2d);
576                 r_refdef.fog_height_table2d = NULL;
577                 if (r_refdef.fog_height_table1d)
578                         Mem_Free(r_refdef.fog_height_table1d);
579                 r_refdef.fog_height_table1d = NULL;
580                 return;
581         }
582         size = image_width;
583         r_refdef.fog_height_tablesize = size;
584         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
587         Mem_Free(inpixels);
588         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
589         // average fog color table accounting for every fog layer between a point
590         // and the camera.  (Note: attenuation is handled separately!)
591         for (y = 0;y < size;y++)
592         {
593                 for (x = 0;x < size;x++)
594                 {
595                         Vector4Clear(c);
596                         f = 0;
597                         if (x < y)
598                         {
599                                 for (j = x;j <= y;j++)
600                                 {
601                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602                                         f++;
603                                 }
604                         }
605                         else
606                         {
607                                 for (j = x;j >= y;j--)
608                                 {
609                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610                                         f++;
611                                 }
612                         }
613                         f = 1.0f / f;
614                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
618                 }
619         }
620         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
621 }
622
623 //=======================================================================================================================================================
624
625 static const char *builtinshaderstrings[] =
626 {
627 #include "shader_glsl.h"
628 0
629 };
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *sourcebasename;
643         const char *extension;
644         const char **builtinshaderstrings;
645         const char *pretext;
646         const char *name;
647         char *filename;
648         char *builtinstring;
649         int builtincrc;
650 }
651 shadermodeinfo_t;
652
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
655 {
656         {"#define USEDIFFUSE\n", " diffuse"},
657         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658         {"#define USEVIEWTINT\n", " viewtint"},
659         {"#define USECOLORMAPPING\n", " colormapping"},
660         {"#define USESATURATION\n", " saturation"},
661         {"#define USEFOGINSIDE\n", " foginside"},
662         {"#define USEFOGOUTSIDE\n", " fogoutside"},
663         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665         {"#define USEGAMMARAMPS\n", " gammaramps"},
666         {"#define USECUBEFILTER\n", " cubefilter"},
667         {"#define USEGLOW\n", " glow"},
668         {"#define USEBLOOM\n", " bloom"},
669         {"#define USESPECULAR\n", " specular"},
670         {"#define USEPOSTPROCESSING\n", " postprocessing"},
671         {"#define USEREFLECTION\n", " reflection"},
672         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678         {"#define USEALPHAKILL\n", " alphakill"},
679         {"#define USEREFLECTCUBE\n", " reflectcube"},
680         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681         {"#define USEBOUNCEGRID\n", " bouncegrid"},
682         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683         {"#define USETRIPPY\n", " trippy"},
684         {"#define USEDEPTHRGB\n", " depthrgb"},
685         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686         {"#define USESKELETAL\n", " skeletal"},
687         {"#define USEOCCLUDE\n", " occlude"}
688 };
689
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
692 {
693         // SHADERLANGUAGE_GLSL
694         {
695                 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696                 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699                 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708                 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709                 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
712         },
713 };
714
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
717 {
718         /// hash lookup data
719         struct r_glsl_permutation_s *hashnext;
720         unsigned int mode;
721         dpuint64 permutation;
722
723         /// indicates if we have tried compiling this permutation already
724         qboolean compiled;
725         /// 0 if compilation failed
726         int program;
727         // texture units assigned to each detected uniform
728         int tex_Texture_First;
729         int tex_Texture_Second;
730         int tex_Texture_GammaRamps;
731         int tex_Texture_Normal;
732         int tex_Texture_Color;
733         int tex_Texture_Gloss;
734         int tex_Texture_Glow;
735         int tex_Texture_SecondaryNormal;
736         int tex_Texture_SecondaryColor;
737         int tex_Texture_SecondaryGloss;
738         int tex_Texture_SecondaryGlow;
739         int tex_Texture_Pants;
740         int tex_Texture_Shirt;
741         int tex_Texture_FogHeightTexture;
742         int tex_Texture_FogMask;
743         int tex_Texture_Lightmap;
744         int tex_Texture_Deluxemap;
745         int tex_Texture_Attenuation;
746         int tex_Texture_Cube;
747         int tex_Texture_Refraction;
748         int tex_Texture_Reflection;
749         int tex_Texture_ShadowMap2D;
750         int tex_Texture_CubeProjection;
751         int tex_Texture_ScreenNormalMap;
752         int tex_Texture_ScreenDiffuse;
753         int tex_Texture_ScreenSpecular;
754         int tex_Texture_ReflectMask;
755         int tex_Texture_ReflectCube;
756         int tex_Texture_BounceGrid;
757         /// locations of detected uniforms in program object, or -1 if not found
758         int loc_Texture_First;
759         int loc_Texture_Second;
760         int loc_Texture_GammaRamps;
761         int loc_Texture_Normal;
762         int loc_Texture_Color;
763         int loc_Texture_Gloss;
764         int loc_Texture_Glow;
765         int loc_Texture_SecondaryNormal;
766         int loc_Texture_SecondaryColor;
767         int loc_Texture_SecondaryGloss;
768         int loc_Texture_SecondaryGlow;
769         int loc_Texture_Pants;
770         int loc_Texture_Shirt;
771         int loc_Texture_FogHeightTexture;
772         int loc_Texture_FogMask;
773         int loc_Texture_Lightmap;
774         int loc_Texture_Deluxemap;
775         int loc_Texture_Attenuation;
776         int loc_Texture_Cube;
777         int loc_Texture_Refraction;
778         int loc_Texture_Reflection;
779         int loc_Texture_ShadowMap2D;
780         int loc_Texture_CubeProjection;
781         int loc_Texture_ScreenNormalMap;
782         int loc_Texture_ScreenDiffuse;
783         int loc_Texture_ScreenSpecular;
784         int loc_Texture_ReflectMask;
785         int loc_Texture_ReflectCube;
786         int loc_Texture_BounceGrid;
787         int loc_Alpha;
788         int loc_BloomBlur_Parameters;
789         int loc_ClientTime;
790         int loc_Color_Ambient;
791         int loc_Color_Diffuse;
792         int loc_Color_Specular;
793         int loc_Color_Glow;
794         int loc_Color_Pants;
795         int loc_Color_Shirt;
796         int loc_DeferredColor_Ambient;
797         int loc_DeferredColor_Diffuse;
798         int loc_DeferredColor_Specular;
799         int loc_DeferredMod_Diffuse;
800         int loc_DeferredMod_Specular;
801         int loc_DistortScaleRefractReflect;
802         int loc_EyePosition;
803         int loc_FogColor;
804         int loc_FogHeightFade;
805         int loc_FogPlane;
806         int loc_FogPlaneViewDist;
807         int loc_FogRangeRecip;
808         int loc_LightColor;
809         int loc_LightDir;
810         int loc_LightPosition;
811         int loc_OffsetMapping_ScaleSteps;
812         int loc_OffsetMapping_LodDistance;
813         int loc_OffsetMapping_Bias;
814         int loc_PixelSize;
815         int loc_ReflectColor;
816         int loc_ReflectFactor;
817         int loc_ReflectOffset;
818         int loc_RefractColor;
819         int loc_Saturation;
820         int loc_ScreenCenterRefractReflect;
821         int loc_ScreenScaleRefractReflect;
822         int loc_ScreenToDepth;
823         int loc_ShadowMap_Parameters;
824         int loc_ShadowMap_TextureScale;
825         int loc_SpecularPower;
826         int loc_Skeletal_Transform12;
827         int loc_UserVec1;
828         int loc_UserVec2;
829         int loc_UserVec3;
830         int loc_UserVec4;
831         int loc_ViewTintColor;
832         int loc_ViewToLight;
833         int loc_ModelToLight;
834         int loc_TexMatrix;
835         int loc_BackgroundTexMatrix;
836         int loc_ModelViewProjectionMatrix;
837         int loc_ModelViewMatrix;
838         int loc_PixelToScreenTexCoord;
839         int loc_ModelToReflectCube;
840         int loc_ShadowMapMatrix;
841         int loc_BloomColorSubtract;
842         int loc_NormalmapScrollBlend;
843         int loc_BounceGridMatrix;
844         int loc_BounceGridIntensity;
845         /// uniform block bindings
846         int ubibind_Skeletal_Transform12_UniformBlock;
847         /// uniform block indices
848         int ubiloc_Skeletal_Transform12_UniformBlock;
849 }
850 r_glsl_permutation_t;
851
852 #define SHADERPERMUTATION_HASHSIZE 256
853
854
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
857 enum
858 {
859         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
865         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
867         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
873 };
874 #define SHADERSTATICPARMS_COUNT 14
875
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
878
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
881
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
885 {
886         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
889
890         // detect all
891         if (r_glsl_saturation_redcompensate.integer)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893         if (r_glsl_vertextextureblend_usebothalphas.integer)
894                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895         if (r_shadow_glossexact.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897         if (r_glsl_postprocess.integer)
898         {
899                 if (r_glsl_postprocess_uservec1_enable.integer)
900                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901                 if (r_glsl_postprocess_uservec2_enable.integer)
902                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903                 if (r_glsl_postprocess_uservec3_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905                 if (r_glsl_postprocess_uservec4_enable.integer)
906                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
907         }
908         if (r_fxaa.integer)
909                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
912
913         if (r_shadow_shadowmapsampler)
914                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915         if (r_shadow_shadowmappcf > 1)
916                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917         else if (r_shadow_shadowmappcf)
918                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919         if (r_celshading.integer)
920                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921         if (r_celoutlines.integer)
922                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
923
924         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
925 }
926
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
930         else \
931                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
933 {
934         shaderstaticparms_count = 0;
935
936         // emit all
937         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
951 }
952
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
959
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
961 {
962         //unsigned int hashdepth = 0;
963         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964         r_glsl_permutation_t *p;
965         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
966         {
967                 if (p->mode == mode && p->permutation == permutation)
968                 {
969                         //if (hashdepth > 10)
970                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
971                         return p;
972                 }
973                 //hashdepth++;
974         }
975         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
976         p->mode = mode;
977         p->permutation = permutation;
978         p->hashnext = r_glsl_permutationhash[mode][hashindex];
979         r_glsl_permutationhash[mode][hashindex] = p;
980         //if (hashdepth > 10)
981         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
982         return p;
983 }
984
985 static char *R_ShaderStrCat(const char **strings)
986 {
987         char *string, *s;
988         const char **p = strings;
989         const char *t;
990         size_t len = 0;
991         for (p = strings;(t = *p);p++)
992                 len += strlen(t);
993         len++;
994         s = string = (char *)Mem_Alloc(r_main_mempool, len);
995         len = 0;
996         for (p = strings;(t = *p);p++)
997         {
998                 len = strlen(t);
999                 memcpy(s, t, len);
1000                 s += len;
1001         }
1002         *s = 0;
1003         return string;
1004 }
1005
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1008 {
1009         int i, language;
1010         shadermodeinfo_t *modeinfo;
1011         // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012         for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1013         {
1014                 for (i = 0; i < SHADERMODE_COUNT; i++)
1015                 {
1016                         char filename[MAX_QPATH];
1017                         modeinfo = &shadermodeinfo[language][i];
1018                         modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019                         modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020                         dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021                         modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1022                 }
1023         }
1024 }
1025
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1027 {
1028         char *shaderstring;
1029         // if the mode has no filename we have to return the builtin string
1030         if (builtinonly || !modeinfo->filename)
1031                 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032         // note that FS_LoadFile appends a 0 byte to make it a valid string
1033         shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1034         if (shaderstring)
1035         {
1036                 if (printfromdisknotice)
1037                         Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038                 return shaderstring;
1039         }
1040         // fall back to builtinstring
1041         return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1042 }
1043
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1045 {
1046         int i;
1047         int ubibind;
1048         int sampler;
1049         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1050         char *sourcestring;
1051         char permutationname[256];
1052         int vertstrings_count = 0;
1053         int geomstrings_count = 0;
1054         int fragstrings_count = 0;
1055         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1058
1059         if (p->compiled)
1060                 return;
1061         p->compiled = true;
1062         p->program = 0;
1063
1064         permutationname[0] = 0;
1065         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1066
1067         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1068
1069         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070         if(vid.support.glshaderversion >= 140)
1071         {
1072                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1078         }
1079         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080         else if(vid.support.glshaderversion >= 130)
1081         {
1082                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1088         }
1089         // if we can do #version 120, we should (this adds the invariant keyword)
1090         else if(vid.support.glshaderversion >= 120)
1091         {
1092                 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093                 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094                 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095                 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096                 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097                 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1098         }
1099         // GLES also adds several things from GLSL120
1100         switch(vid.renderpath)
1101         {
1102         case RENDERPATH_GLES2:
1103                 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104                 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105                 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1106                 break;
1107         default:
1108                 break;
1109         }
1110
1111         // the first pretext is which type of shader to compile as
1112         // (later these will all be bound together as a program object)
1113         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1116
1117         // the second pretext is the mode (for example a light source)
1118         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1122
1123         // now add all the permutation pretexts
1124         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1125         {
1126                 if (permutation & (1ll<<i))
1127                 {
1128                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1132                 }
1133                 else
1134                 {
1135                         // keep line numbers correct
1136                         vertstrings_list[vertstrings_count++] = "\n";
1137                         geomstrings_list[geomstrings_count++] = "\n";
1138                         fragstrings_list[fragstrings_count++] = "\n";
1139                 }
1140         }
1141
1142         // add static parms
1143         R_CompileShader_AddStaticParms(mode, permutation);
1144         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145         vertstrings_count += shaderstaticparms_count;
1146         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147         geomstrings_count += shaderstaticparms_count;
1148         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149         fragstrings_count += shaderstaticparms_count;
1150
1151         // now append the shader text itself
1152         vertstrings_list[vertstrings_count++] = sourcestring;
1153         geomstrings_list[geomstrings_count++] = sourcestring;
1154         fragstrings_list[fragstrings_count++] = sourcestring;
1155
1156         // we don't currently use geometry shaders for anything, so just empty the list
1157         geomstrings_count = 0;
1158
1159         // compile the shader program
1160         if (vertstrings_count + geomstrings_count + fragstrings_count)
1161                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162         if (p->program)
1163         {
1164                 CHECKGLERROR
1165                 qglUseProgram(p->program);CHECKGLERROR
1166                 // look up all the uniform variable names we care about, so we don't
1167                 // have to look them up every time we set them
1168
1169 #if 0
1170                 // debugging aid
1171                 {
1172                         GLint activeuniformindex = 0;
1173                         GLint numactiveuniforms = 0;
1174                         char uniformname[128];
1175                         GLsizei uniformnamelength = 0;
1176                         GLint uniformsize = 0;
1177                         GLenum uniformtype = 0;
1178                         memset(uniformname, 0, sizeof(uniformname));
1179                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1180                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1181                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1182                         {
1183                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1184                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1185                         }
1186                 }
1187 #endif
1188
1189                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1190                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1191                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1192                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1193                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1194                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1195                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1196                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1197                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1198                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1199                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1200                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1201                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1202                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1203                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1204                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1205                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1206                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1207                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1208                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1209                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1210                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1211                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1212                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1213                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1214                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1215                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1216                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1217                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1218                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1219                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1220                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1221                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1222                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1223                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1224                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1225                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1226                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1227                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1228                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1229                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1230                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1231                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1232                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1233                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1234                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1235                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1236                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1237                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1238                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1239                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1240                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1241                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1242                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1243                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1244                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1245                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1246                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1247                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1248                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1249                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1250                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1251                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1252                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1253                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1254                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1255                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1256                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1257                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1258                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1259                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1260                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1261                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1262                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1263                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1264                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1265                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1266                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1267                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1268                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1269                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1270                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1271                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1272                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1273                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1274                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1275                 // initialize the samplers to refer to the texture units we use
1276                 p->tex_Texture_First = -1;
1277                 p->tex_Texture_Second = -1;
1278                 p->tex_Texture_GammaRamps = -1;
1279                 p->tex_Texture_Normal = -1;
1280                 p->tex_Texture_Color = -1;
1281                 p->tex_Texture_Gloss = -1;
1282                 p->tex_Texture_Glow = -1;
1283                 p->tex_Texture_SecondaryNormal = -1;
1284                 p->tex_Texture_SecondaryColor = -1;
1285                 p->tex_Texture_SecondaryGloss = -1;
1286                 p->tex_Texture_SecondaryGlow = -1;
1287                 p->tex_Texture_Pants = -1;
1288                 p->tex_Texture_Shirt = -1;
1289                 p->tex_Texture_FogHeightTexture = -1;
1290                 p->tex_Texture_FogMask = -1;
1291                 p->tex_Texture_Lightmap = -1;
1292                 p->tex_Texture_Deluxemap = -1;
1293                 p->tex_Texture_Attenuation = -1;
1294                 p->tex_Texture_Cube = -1;
1295                 p->tex_Texture_Refraction = -1;
1296                 p->tex_Texture_Reflection = -1;
1297                 p->tex_Texture_ShadowMap2D = -1;
1298                 p->tex_Texture_CubeProjection = -1;
1299                 p->tex_Texture_ScreenNormalMap = -1;
1300                 p->tex_Texture_ScreenDiffuse = -1;
1301                 p->tex_Texture_ScreenSpecular = -1;
1302                 p->tex_Texture_ReflectMask = -1;
1303                 p->tex_Texture_ReflectCube = -1;
1304                 p->tex_Texture_BounceGrid = -1;
1305                 // bind the texture samplers in use
1306                 sampler = 0;
1307                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1308                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1309                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1310                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1311                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1312                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1313                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1314                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1315                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1316                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1317                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1318                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1319                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1320                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1321                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1322                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1323                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1324                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1325                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1326                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1327                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1328                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1329                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1330                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1331                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1332                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1333                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1334                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1335                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1336                 // get the uniform block indices so we can bind them
1337                 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1338 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1339                 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1340 #endif
1341                 // clear the uniform block bindings
1342                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1343                 // bind the uniform blocks in use
1344                 ubibind = 0;
1345 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1346                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1347 #endif
1348                 // we're done compiling and setting up the shader, at least until it is used
1349                 CHECKGLERROR
1350                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1351         }
1352         else
1353                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1354
1355         // free the strings
1356         if (sourcestring)
1357                 Mem_Free(sourcestring);
1358 }
1359
1360 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1361 {
1362         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1363         if (r_glsl_permutation != perm)
1364         {
1365                 r_glsl_permutation = perm;
1366                 if (!r_glsl_permutation->program)
1367                 {
1368                         if (!r_glsl_permutation->compiled)
1369                         {
1370                                 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1371                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1372                         }
1373                         if (!r_glsl_permutation->program)
1374                         {
1375                                 // remove features until we find a valid permutation
1376                                 int i;
1377                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1378                                 {
1379                                         // reduce i more quickly whenever it would not remove any bits
1380                                         dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1381                                         if (!(permutation & j))
1382                                                 continue;
1383                                         permutation -= j;
1384                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1385                                         if (!r_glsl_permutation->compiled)
1386                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1387                                         if (r_glsl_permutation->program)
1388                                                 break;
1389                                 }
1390                                 if (i >= SHADERPERMUTATION_COUNT)
1391                                 {
1392                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1393                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1394                                         qglUseProgram(0);CHECKGLERROR
1395                                         return; // no bit left to clear, entire mode is broken
1396                                 }
1397                         }
1398                 }
1399                 CHECKGLERROR
1400                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1401         }
1402         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1403         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1404         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1405         CHECKGLERROR
1406 }
1407
1408 void R_GLSL_Restart_f(void)
1409 {
1410         unsigned int i, limit;
1411         switch(vid.renderpath)
1412         {
1413         case RENDERPATH_GL32:
1414         case RENDERPATH_GLES2:
1415                 {
1416                         r_glsl_permutation_t *p;
1417                         r_glsl_permutation = NULL;
1418                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1419                         for (i = 0;i < limit;i++)
1420                         {
1421                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1422                                 {
1423                                         GL_Backend_FreeProgram(p->program);
1424                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1425                                 }
1426                         }
1427                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1428                 }
1429                 break;
1430         }
1431 }
1432
1433 static void R_GLSL_DumpShader_f(void)
1434 {
1435         int i, language, mode, dupe;
1436         char *text;
1437         shadermodeinfo_t *modeinfo;
1438         qfile_t *file;
1439
1440         for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1441         {
1442                 modeinfo = shadermodeinfo[language];
1443                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1444                 {
1445                         // don't dump the same file multiple times (most or all shaders come from the same file)
1446                         for (dupe = mode - 1;dupe >= 0;dupe--)
1447                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1448                                         break;
1449                         if (dupe >= 0)
1450                                 continue;
1451                         text = modeinfo[mode].builtinstring;
1452                         if (!text)
1453                                 continue;
1454                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1455                         if (file)
1456                         {
1457                                 FS_Print(file, "/* The engine may define the following macros:\n");
1458                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1459                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1460                                         FS_Print(file, modeinfo[i].pretext);
1461                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1462                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1463                                 FS_Print(file, "*/\n");
1464                                 FS_Print(file, text);
1465                                 FS_Close(file);
1466                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1467                         }
1468                         else
1469                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1470                 }
1471         }
1472 }
1473
1474 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1475 {
1476         dpuint64 permutation = 0;
1477         if (r_trippy.integer && !notrippy)
1478                 permutation |= SHADERPERMUTATION_TRIPPY;
1479         permutation |= SHADERPERMUTATION_VIEWTINT;
1480         if (t)
1481                 permutation |= SHADERPERMUTATION_DIFFUSE;
1482         if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1483                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1484         if (suppresstexalpha)
1485                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1486         if (vid.allowalphatocoverage)
1487                 GL_AlphaToCoverage(false);
1488         switch (vid.renderpath)
1489         {
1490         case RENDERPATH_GL32:
1491         case RENDERPATH_GLES2:
1492                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1493                 if (r_glsl_permutation->tex_Texture_First >= 0)
1494                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1495                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1496                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1497                 break;
1498         }
1499 }
1500
1501 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1502 {
1503         R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1504 }
1505
1506 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1507 {
1508         dpuint64 permutation = 0;
1509         if (r_trippy.integer && !notrippy)
1510                 permutation |= SHADERPERMUTATION_TRIPPY;
1511         if (depthrgb)
1512                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1513         if (skeletal)
1514                 permutation |= SHADERPERMUTATION_SKELETAL;
1515
1516         if (vid.allowalphatocoverage)
1517                 GL_AlphaToCoverage(false);
1518         switch (vid.renderpath)
1519         {
1520         case RENDERPATH_GL32:
1521         case RENDERPATH_GLES2:
1522                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1523 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1524                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1525 #endif
1526                 break;
1527         }
1528 }
1529
1530 #define BLENDFUNC_ALLOWS_COLORMOD      1
1531 #define BLENDFUNC_ALLOWS_FOG           2
1532 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
1533 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1534 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1535 static int R_BlendFuncFlags(int src, int dst)
1536 {
1537         int r = 0;
1538
1539         // a blendfunc allows colormod if:
1540         // a) it can never keep the destination pixel invariant, or
1541         // b) it can keep the destination pixel invariant, and still can do so if colormodded
1542         // this is to prevent unintended side effects from colormod
1543
1544         // a blendfunc allows fog if:
1545         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1546         // this is to prevent unintended side effects from fog
1547
1548         // these checks are the output of fogeval.pl
1549
1550         r |= BLENDFUNC_ALLOWS_COLORMOD;
1551         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1553         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1555         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1558         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1559         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1560         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1561         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1562         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1563         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1564         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1565         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1566         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1567         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1569         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1570         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1571         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1572
1573         return r;
1574 }
1575
1576 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1577 {
1578         // select a permutation of the lighting shader appropriate to this
1579         // combination of texture, entity, light source, and fogging, only use the
1580         // minimum features necessary to avoid wasting rendering time in the
1581         // fragment shader on features that are not being used
1582         dpuint64 permutation = 0;
1583         unsigned int mode = 0;
1584         int blendfuncflags;
1585         texture_t *t = rsurface.texture;
1586         float m16f[16];
1587         matrix4x4_t tempmatrix;
1588         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1589         if (r_trippy.integer && !notrippy)
1590                 permutation |= SHADERPERMUTATION_TRIPPY;
1591         if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1592                 permutation |= SHADERPERMUTATION_ALPHAKILL;
1593         if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1594                 permutation |= SHADERPERMUTATION_OCCLUDE;
1595         if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1596                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1597         if (rsurfacepass == RSURFPASS_BACKGROUND)
1598         {
1599                 // distorted background
1600                 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1601                 {
1602                         mode = SHADERMODE_WATER;
1603                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1604                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1605                         if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1606                         {
1607                                 // this is the right thing to do for wateralpha
1608                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1609                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1610                         }
1611                         else
1612                         {
1613                                 // this is the right thing to do for entity alpha
1614                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1615                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616                         }
1617                 }
1618                 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1619                 {
1620                         mode = SHADERMODE_REFRACTION;
1621                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1622                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1623                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1624                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625                 }
1626                 else
1627                 {
1628                         mode = SHADERMODE_GENERIC;
1629                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1630                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1631                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1632                 }
1633                 if (vid.allowalphatocoverage)
1634                         GL_AlphaToCoverage(false);
1635         }
1636         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1637         {
1638                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1639                 {
1640                         switch(t->offsetmapping)
1641                         {
1642                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1643                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1644                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645                         case OFFSETMAPPING_OFF: break;
1646                         }
1647                 }
1648                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1649                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1650                 // normalmap (deferred prepass), may use alpha test on diffuse
1651                 mode = SHADERMODE_DEFERREDGEOMETRY;
1652                 GL_BlendFunc(GL_ONE, GL_ZERO);
1653                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1654                 if (vid.allowalphatocoverage)
1655                         GL_AlphaToCoverage(false);
1656         }
1657         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1658         {
1659                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1660                 {
1661                         switch(t->offsetmapping)
1662                         {
1663                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1664                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1665                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1666                         case OFFSETMAPPING_OFF: break;
1667                         }
1668                 }
1669                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1670                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1671                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1672                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1673                 // light source
1674                 mode = SHADERMODE_LIGHTSOURCE;
1675                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1676                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1677                 if (VectorLength2(rtlightdiffuse) > 0)
1678                         permutation |= SHADERPERMUTATION_DIFFUSE;
1679                 if (VectorLength2(rtlightspecular) > 0)
1680                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1681                 if (r_refdef.fogenabled)
1682                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1683                 if (t->colormapping)
1684                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1685                 if (r_shadow_usingshadowmap2d)
1686                 {
1687                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1688                         if(r_shadow_shadowmapvsdct)
1689                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1690
1691                         if (r_shadow_shadowmap2ddepthbuffer)
1692                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1693                 }
1694                 if (t->reflectmasktexture)
1695                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1696                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1697                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1698                 if (vid.allowalphatocoverage)
1699                         GL_AlphaToCoverage(false);
1700         }
1701         else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1702         {
1703                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1704                 {
1705                         switch(t->offsetmapping)
1706                         {
1707                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1708                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1709                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1710                         case OFFSETMAPPING_OFF: break;
1711                         }
1712                 }
1713                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1714                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1715                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1716                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1717                 // directional model lighting
1718                 mode = SHADERMODE_LIGHTDIRECTION;
1719                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1720                         permutation |= SHADERPERMUTATION_GLOW;
1721                 if (VectorLength2(t->render_modellight_diffuse))
1722                         permutation |= SHADERPERMUTATION_DIFFUSE;
1723                 if (VectorLength2(t->render_modellight_specular) > 0)
1724                         permutation |= SHADERPERMUTATION_SPECULAR;
1725                 if (r_refdef.fogenabled)
1726                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1727                 if (t->colormapping)
1728                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1729                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1730                 {
1731                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1732                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1733
1734                         if (r_shadow_shadowmap2ddepthbuffer)
1735                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1736                 }
1737                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1738                         permutation |= SHADERPERMUTATION_REFLECTION;
1739                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1740                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1741                 if (t->reflectmasktexture)
1742                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1743                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1744                 {
1745                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1746                         if (r_shadow_bouncegrid_state.directional)
1747                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1748                 }
1749                 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1750                 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1751                 // when using alphatocoverage, we don't need alphakill
1752                 if (vid.allowalphatocoverage)
1753                 {
1754                         if (r_transparent_alphatocoverage.integer)
1755                         {
1756                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1757                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1758                         }
1759                         else
1760                                 GL_AlphaToCoverage(false);
1761                 }
1762         }
1763         else
1764         {
1765                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1766                 {
1767                         switch(t->offsetmapping)
1768                         {
1769                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1770                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1771                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1772                         case OFFSETMAPPING_OFF: break;
1773                         }
1774                 }
1775                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1776                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1777                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1778                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1779                 // lightmapped wall
1780                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1781                         permutation |= SHADERPERMUTATION_GLOW;
1782                 if (r_refdef.fogenabled)
1783                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1784                 if (t->colormapping)
1785                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1786                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1787                 {
1788                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1789                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1790
1791                         if (r_shadow_shadowmap2ddepthbuffer)
1792                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1793                 }
1794                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1795                         permutation |= SHADERPERMUTATION_REFLECTION;
1796                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1797                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1798                 if (t->reflectmasktexture)
1799                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1800                 if (FAKELIGHT_ENABLED)
1801                 {
1802                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
1803                         mode = SHADERMODE_FAKELIGHT;
1804                         permutation |= SHADERPERMUTATION_DIFFUSE;
1805                         if (VectorLength2(t->render_lightmap_specular) > 0)
1806                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1807                 }
1808                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1809                 {
1810                         // deluxemapping (light direction texture)
1811                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1812                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1813                         else
1814                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1815                         permutation |= SHADERPERMUTATION_DIFFUSE;
1816                         if (VectorLength2(t->render_lightmap_specular) > 0)
1817                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1818                 }
1819                 else if (r_glsl_deluxemapping.integer >= 2)
1820                 {
1821                         // fake deluxemapping (uniform light direction in tangentspace)
1822                         if (rsurface.uselightmaptexture)
1823                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1824                         else
1825                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1826                         permutation |= SHADERPERMUTATION_DIFFUSE;
1827                         if (VectorLength2(t->render_lightmap_specular) > 0)
1828                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1829                 }
1830                 else if (rsurface.uselightmaptexture)
1831                 {
1832                         // ordinary lightmapping (q1bsp, q3bsp)
1833                         mode = SHADERMODE_LIGHTMAP;
1834                 }
1835                 else
1836                 {
1837                         // ordinary vertex coloring (q3bsp)
1838                         mode = SHADERMODE_VERTEXCOLOR;
1839                 }
1840                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1841                 {
1842                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1843                         if (r_shadow_bouncegrid_state.directional)
1844                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1845                 }
1846                 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1847                 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1848                 // when using alphatocoverage, we don't need alphakill
1849                 if (vid.allowalphatocoverage)
1850                 {
1851                         if (r_transparent_alphatocoverage.integer)
1852                         {
1853                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1854                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1855                         }
1856                         else
1857                                 GL_AlphaToCoverage(false);
1858                 }
1859         }
1860         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1861                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1862         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1863                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1864         switch(vid.renderpath)
1865         {
1866         case RENDERPATH_GL32:
1867         case RENDERPATH_GLES2:
1868                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1869                 RSurf_UploadBuffersForBatch();
1870                 // this has to be after RSurf_PrepareVerticesForBatch
1871                 if (rsurface.batchskeletaltransform3x4buffer)
1872                         permutation |= SHADERPERMUTATION_SKELETAL;
1873                 R_SetupShader_SetPermutationGLSL(mode, permutation);
1874 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1875                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1876 #endif
1877                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1878                 if (mode == SHADERMODE_LIGHTSOURCE)
1879                 {
1880                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1881                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1882                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1883                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1884                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1885                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1886         
1887                         // additive passes are only darkened by fog, not tinted
1888                         if (r_glsl_permutation->loc_FogColor >= 0)
1889                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1890                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1891                 }
1892                 else
1893                 {
1894                         if (mode == SHADERMODE_FLATCOLOR)
1895                         {
1896                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1897                         }
1898                         else if (mode == SHADERMODE_LIGHTDIRECTION)
1899                         {
1900                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1901                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1902                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1903                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1904                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1905                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1906                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1907                         }
1908                         else
1909                         {
1910                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1911                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1912                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1913                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1914                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1915                         }
1916                         // additive passes are only darkened by fog, not tinted
1917                         if (r_glsl_permutation->loc_FogColor >= 0)
1918                         {
1919                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1920                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1921                                 else
1922                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1923                         }
1924                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1925                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1926                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1927                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1928                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1929                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1930                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1931                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1932                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1933                 }
1934                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1935                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1936                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1937                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1938                 {
1939                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1940                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1941                 }
1942                 else
1943                 {
1944                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1945                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1946                 }
1947
1948                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1949                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1950                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1951                 if (r_glsl_permutation->loc_Color_Pants >= 0)
1952                 {
1953                         if (t->pantstexture)
1954                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1955                         else
1956                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1957                 }
1958                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1959                 {
1960                         if (t->shirttexture)
1961                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1962                         else
1963                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1964                 }
1965                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
1966                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1967                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1968                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1969                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1970                                 r_glsl_offsetmapping_scale.value*t->offsetscale,
1971                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1972                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1973                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1974                         );
1975                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1976                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1977                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
1978                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1979                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1980                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1981
1982                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
1983                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
1984                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
1985                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , t->nmaptexture                       );
1986                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , t->basetexture                       );
1987                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , t->glosstexture                      );
1988                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , t->glowtexture                       );
1989                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , t->backgroundnmaptexture             );
1990                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , t->backgroundbasetexture             );
1991                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , t->backgroundglosstexture            );
1992                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , t->backgroundglowtexture             );
1993                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , t->pantstexture                      );
1994                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , t->shirttexture                      );
1995                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , t->reflectmasktexture                );
1996                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1997                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
1998                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
1999                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2000                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2001                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2002                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2003                 {
2004                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2005                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2006                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2007                 }
2008                 else
2009                 {
2010                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2011                 }
2012                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2013                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2014                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2015                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2016                 {
2017                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2018                         if (rsurface.rtlight)
2019                         {
2020                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2021                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2022                         }
2023                 }
2024                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2025                 CHECKGLERROR
2026                 break;
2027         }
2028 }
2029
2030 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2031 {
2032         // select a permutation of the lighting shader appropriate to this
2033         // combination of texture, entity, light source, and fogging, only use the
2034         // minimum features necessary to avoid wasting rendering time in the
2035         // fragment shader on features that are not being used
2036         dpuint64 permutation = 0;
2037         unsigned int mode = 0;
2038         const float *lightcolorbase = rtlight->currentcolor;
2039         float ambientscale = rtlight->ambientscale;
2040         float diffusescale = rtlight->diffusescale;
2041         float specularscale = rtlight->specularscale;
2042         // this is the location of the light in view space
2043         vec3_t viewlightorigin;
2044         // this transforms from view space (camera) to light space (cubemap)
2045         matrix4x4_t viewtolight;
2046         matrix4x4_t lighttoview;
2047         float viewtolight16f[16];
2048         // light source
2049         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2050         if (rtlight->currentcubemap != r_texture_whitecube)
2051                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2052         if (diffusescale > 0)
2053                 permutation |= SHADERPERMUTATION_DIFFUSE;
2054         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2055                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2056         if (r_shadow_usingshadowmap2d)
2057         {
2058                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2059                 if (r_shadow_shadowmapvsdct)
2060                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2061
2062                 if (r_shadow_shadowmap2ddepthbuffer)
2063                         permutation |= SHADERPERMUTATION_DEPTHRGB;
2064         }
2065         if (vid.allowalphatocoverage)
2066                 GL_AlphaToCoverage(false);
2067         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2068         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2069         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2070         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2071         switch(vid.renderpath)
2072         {
2073         case RENDERPATH_GL32:
2074         case RENDERPATH_GLES2:
2075                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2076                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2077                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2078                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2079                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2080                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2081                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2082                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2083                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2084                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2085                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
2086
2087                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2088                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2089                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2090                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
2091                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2092                 break;
2093         }
2094 }
2095
2096 #define SKINFRAME_HASH 1024
2097
2098 typedef struct
2099 {
2100         unsigned int loadsequence; // incremented each level change
2101         memexpandablearray_t array;
2102         skinframe_t *hash[SKINFRAME_HASH];
2103 }
2104 r_skinframe_t;
2105 r_skinframe_t r_skinframe;
2106
2107 void R_SkinFrame_PrepareForPurge(void)
2108 {
2109         r_skinframe.loadsequence++;
2110         // wrap it without hitting zero
2111         if (r_skinframe.loadsequence >= 200)
2112                 r_skinframe.loadsequence = 1;
2113 }
2114
2115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2116 {
2117         if (!skinframe)
2118                 return;
2119         // mark the skinframe as used for the purging code
2120         skinframe->loadsequence = r_skinframe.loadsequence;
2121 }
2122
2123 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2124 {
2125         if (s == NULL)
2126                 return;
2127         if (s->merged == s->base)
2128                 s->merged = NULL;
2129         R_PurgeTexture(s->stain); s->stain = NULL;
2130         R_PurgeTexture(s->merged); s->merged = NULL;
2131         R_PurgeTexture(s->base); s->base = NULL;
2132         R_PurgeTexture(s->pants); s->pants = NULL;
2133         R_PurgeTexture(s->shirt); s->shirt = NULL;
2134         R_PurgeTexture(s->nmap); s->nmap = NULL;
2135         R_PurgeTexture(s->gloss); s->gloss = NULL;
2136         R_PurgeTexture(s->glow); s->glow = NULL;
2137         R_PurgeTexture(s->fog); s->fog = NULL;
2138         R_PurgeTexture(s->reflect); s->reflect = NULL;
2139         s->loadsequence = 0;
2140 }
2141
2142 void R_SkinFrame_Purge(void)
2143 {
2144         int i;
2145         skinframe_t *s;
2146         for (i = 0;i < SKINFRAME_HASH;i++)
2147         {
2148                 for (s = r_skinframe.hash[i];s;s = s->next)
2149                 {
2150                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2151                                 R_SkinFrame_PurgeSkinFrame(s);
2152                 }
2153         }
2154 }
2155
2156 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2157         skinframe_t *item;
2158         char basename[MAX_QPATH];
2159
2160         Image_StripImageExtension(name, basename, sizeof(basename));
2161
2162         if( last == NULL ) {
2163                 int hashindex;
2164                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2165                 item = r_skinframe.hash[hashindex];
2166         } else {
2167                 item = last->next;
2168         }
2169
2170         // linearly search through the hash bucket
2171         for( ; item ; item = item->next ) {
2172                 if( !strcmp( item->basename, basename ) ) {
2173                         return item;
2174                 }
2175         }
2176         return NULL;
2177 }
2178
2179 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2180 {
2181         skinframe_t *item;
2182         int compareflags = textureflags & TEXF_IMPORTANTBITS;
2183         int hashindex;
2184         char basename[MAX_QPATH];
2185
2186         Image_StripImageExtension(name, basename, sizeof(basename));
2187
2188         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2189         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2190                 if (!strcmp(item->basename, basename) &&
2191                         item->textureflags == compareflags &&
2192                         item->comparewidth == comparewidth &&
2193                         item->compareheight == compareheight &&
2194                         item->comparecrc == comparecrc)
2195                         break;
2196
2197         if (!item)
2198         {
2199                 if (!add)
2200                         return NULL;
2201                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2202                 memset(item, 0, sizeof(*item));
2203                 strlcpy(item->basename, basename, sizeof(item->basename));
2204                 item->textureflags = compareflags;
2205                 item->comparewidth = comparewidth;
2206                 item->compareheight = compareheight;
2207                 item->comparecrc = comparecrc;
2208                 item->next = r_skinframe.hash[hashindex];
2209                 r_skinframe.hash[hashindex] = item;
2210         }
2211         else if (textureflags & TEXF_FORCE_RELOAD)
2212                 R_SkinFrame_PurgeSkinFrame(item);
2213
2214         R_SkinFrame_MarkUsed(item);
2215         return item;
2216 }
2217
2218 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2219         { \
2220                 unsigned long long avgcolor[5], wsum; \
2221                 int pix, comp, w; \
2222                 avgcolor[0] = 0; \
2223                 avgcolor[1] = 0; \
2224                 avgcolor[2] = 0; \
2225                 avgcolor[3] = 0; \
2226                 avgcolor[4] = 0; \
2227                 wsum = 0; \
2228                 for(pix = 0; pix < cnt; ++pix) \
2229                 { \
2230                         w = 0; \
2231                         for(comp = 0; comp < 3; ++comp) \
2232                                 w += getpixel; \
2233                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2234                         { \
2235                                 ++wsum; \
2236                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2237                                 w = getpixel; \
2238                                 for(comp = 0; comp < 3; ++comp) \
2239                                         avgcolor[comp] += getpixel * w; \
2240                                 avgcolor[3] += w; \
2241                         } \
2242                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2243                         avgcolor[4] += getpixel; \
2244                 } \
2245                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2246                         avgcolor[3] = 1; \
2247                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2248                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2249                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2250                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2251         }
2252
2253 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2254 {
2255         skinframe_t *skinframe;
2256
2257         if (cls.state == ca_dedicated)
2258                 return NULL;
2259
2260         // return an existing skinframe if already loaded
2261         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2262         if (skinframe && skinframe->base)
2263                 return skinframe;
2264
2265         // if the skinframe doesn't exist this will create it
2266         return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2267 }
2268
2269 extern cvar_t gl_picmip;
2270 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2271 {
2272         int j;
2273         unsigned char *pixels;
2274         unsigned char *bumppixels;
2275         unsigned char *basepixels = NULL;
2276         int basepixels_width = 0;
2277         int basepixels_height = 0;
2278         rtexture_t *ddsbase = NULL;
2279         qboolean ddshasalpha = false;
2280         float ddsavgcolor[4];
2281         char basename[MAX_QPATH];
2282         int miplevel = R_PicmipForFlags(textureflags);
2283         int savemiplevel = miplevel;
2284         int mymiplevel;
2285         char vabuf[1024];
2286
2287         if (cls.state == ca_dedicated)
2288                 return NULL;
2289
2290         Image_StripImageExtension(name, basename, sizeof(basename));
2291
2292         // check for DDS texture file first
2293         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2294         {
2295                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2296                 if (basepixels == NULL && fallbacknotexture)
2297                         basepixels = Image_GenerateNoTexture();
2298                 if (basepixels == NULL)
2299                         return NULL;
2300         }
2301
2302         // FIXME handle miplevel
2303
2304         if (developer_loading.integer)
2305                 Con_Printf("loading skin \"%s\"\n", name);
2306
2307         // we've got some pixels to store, so really allocate this new texture now
2308         if (!skinframe)
2309                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2310         textureflags &= ~TEXF_FORCE_RELOAD;
2311         skinframe->stain = NULL;
2312         skinframe->merged = NULL;
2313         skinframe->base = NULL;
2314         skinframe->pants = NULL;
2315         skinframe->shirt = NULL;
2316         skinframe->nmap = NULL;
2317         skinframe->gloss = NULL;
2318         skinframe->glow = NULL;
2319         skinframe->fog = NULL;
2320         skinframe->reflect = NULL;
2321         skinframe->hasalpha = false;
2322         // we could store the q2animname here too
2323
2324         if (ddsbase)
2325         {
2326                 skinframe->base = ddsbase;
2327                 skinframe->hasalpha = ddshasalpha;
2328                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2329                 if (r_loadfog && skinframe->hasalpha)
2330                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2331                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2332         }
2333         else
2334         {
2335                 basepixels_width = image_width;
2336                 basepixels_height = image_height;
2337                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2338                 if (textureflags & TEXF_ALPHA)
2339                 {
2340                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2341                         {
2342                                 if (basepixels[j] < 255)
2343                                 {
2344                                         skinframe->hasalpha = true;
2345                                         break;
2346                                 }
2347                         }
2348                         if (r_loadfog && skinframe->hasalpha)
2349                         {
2350                                 // has transparent pixels
2351                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2352                                 for (j = 0;j < image_width * image_height * 4;j += 4)
2353                                 {
2354                                         pixels[j+0] = 255;
2355                                         pixels[j+1] = 255;
2356                                         pixels[j+2] = 255;
2357                                         pixels[j+3] = basepixels[j+3];
2358                                 }
2359                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2360                                 Mem_Free(pixels);
2361                         }
2362                 }
2363                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2364 #ifndef USE_GLES2
2365                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2366                 if (r_savedds && skinframe->base)
2367                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2368                 if (r_savedds && skinframe->fog)
2369                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2370 #endif
2371         }
2372
2373         if (r_loaddds)
2374         {
2375                 mymiplevel = savemiplevel;
2376                 if (r_loadnormalmap)
2377                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2378                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2379                 if (r_loadgloss)
2380                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2381                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2382                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2383                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2384         }
2385
2386         // _norm is the name used by tenebrae and has been adopted as standard
2387         if (r_loadnormalmap && skinframe->nmap == NULL)
2388         {
2389                 mymiplevel = savemiplevel;
2390                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2391                 {
2392                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2393                         Mem_Free(pixels);
2394                         pixels = NULL;
2395                 }
2396                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2397                 {
2398                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2399                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2400                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2401                         Mem_Free(pixels);
2402                         Mem_Free(bumppixels);
2403                 }
2404                 else if (r_shadow_bumpscale_basetexture.value > 0)
2405                 {
2406                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2407                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2408                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2409                         Mem_Free(pixels);
2410                 }
2411 #ifndef USE_GLES2
2412                 if (r_savedds && skinframe->nmap)
2413                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2414 #endif
2415         }
2416
2417         // _luma is supported only for tenebrae compatibility
2418         // _glow is the preferred name
2419         mymiplevel = savemiplevel;
2420         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2421         {
2422                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2423 #ifndef USE_GLES2
2424                 if (r_savedds && skinframe->glow)
2425                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2426 #endif
2427                 Mem_Free(pixels);pixels = NULL;
2428         }
2429
2430         mymiplevel = savemiplevel;
2431         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2432         {
2433                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2434 #ifndef USE_GLES2
2435                 if (r_savedds && skinframe->gloss)
2436                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2437 #endif
2438                 Mem_Free(pixels);
2439                 pixels = NULL;
2440         }
2441
2442         mymiplevel = savemiplevel;
2443         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2444         {
2445                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2446 #ifndef USE_GLES2
2447                 if (r_savedds && skinframe->pants)
2448                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2449 #endif
2450                 Mem_Free(pixels);
2451                 pixels = NULL;
2452         }
2453
2454         mymiplevel = savemiplevel;
2455         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2456         {
2457                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2458 #ifndef USE_GLES2
2459                 if (r_savedds && skinframe->shirt)
2460                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2461 #endif
2462                 Mem_Free(pixels);
2463                 pixels = NULL;
2464         }
2465
2466         mymiplevel = savemiplevel;
2467         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2468         {
2469                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2470 #ifndef USE_GLES2
2471                 if (r_savedds && skinframe->reflect)
2472                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2473 #endif
2474                 Mem_Free(pixels);
2475                 pixels = NULL;
2476         }
2477
2478         if (basepixels)
2479                 Mem_Free(basepixels);
2480
2481         return skinframe;
2482 }
2483
2484 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2485 {
2486         int i;
2487         skinframe_t *skinframe;
2488         char vabuf[1024];
2489
2490         if (cls.state == ca_dedicated)
2491                 return NULL;
2492
2493         // if already loaded just return it, otherwise make a new skinframe
2494         skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2495         if (skinframe->base)
2496                 return skinframe;
2497         textureflags &= ~TEXF_FORCE_RELOAD;
2498
2499         skinframe->stain = NULL;
2500         skinframe->merged = NULL;
2501         skinframe->base = NULL;
2502         skinframe->pants = NULL;
2503         skinframe->shirt = NULL;
2504         skinframe->nmap = NULL;
2505         skinframe->gloss = NULL;
2506         skinframe->glow = NULL;
2507         skinframe->fog = NULL;
2508         skinframe->reflect = NULL;
2509         skinframe->hasalpha = false;
2510
2511         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2512         if (!skindata)
2513                 return NULL;
2514
2515         if (developer_loading.integer)
2516                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2517
2518         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2519         {
2520                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2521                 unsigned char *b = a + width * height * 4;
2522                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2523                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2524                 Mem_Free(a);
2525         }
2526         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2527         if (textureflags & TEXF_ALPHA)
2528         {
2529                 for (i = 3;i < width * height * 4;i += 4)
2530                 {
2531                         if (skindata[i] < 255)
2532                         {
2533                                 skinframe->hasalpha = true;
2534                                 break;
2535                         }
2536                 }
2537                 if (r_loadfog && skinframe->hasalpha)
2538                 {
2539                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2540                         memcpy(fogpixels, skindata, width * height * 4);
2541                         for (i = 0;i < width * height * 4;i += 4)
2542                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2543                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2544                         Mem_Free(fogpixels);
2545                 }
2546         }
2547
2548         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2549         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2550
2551         return skinframe;
2552 }
2553
2554 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2555 {
2556         int i;
2557         int featuresmask;
2558         skinframe_t *skinframe;
2559
2560         if (cls.state == ca_dedicated)
2561                 return NULL;
2562
2563         // if already loaded just return it, otherwise make a new skinframe
2564         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2565         if (skinframe->base)
2566                 return skinframe;
2567         //textureflags &= ~TEXF_FORCE_RELOAD;
2568
2569         skinframe->stain = NULL;
2570         skinframe->merged = NULL;
2571         skinframe->base = NULL;
2572         skinframe->pants = NULL;
2573         skinframe->shirt = NULL;
2574         skinframe->nmap = NULL;
2575         skinframe->gloss = NULL;
2576         skinframe->glow = NULL;
2577         skinframe->fog = NULL;
2578         skinframe->reflect = NULL;
2579         skinframe->hasalpha = false;
2580
2581         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2582         if (!skindata)
2583                 return NULL;
2584
2585         if (developer_loading.integer)
2586                 Con_Printf("loading quake skin \"%s\"\n", name);
2587
2588         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2589         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2590         memcpy(skinframe->qpixels, skindata, width*height);
2591         skinframe->qwidth = width;
2592         skinframe->qheight = height;
2593
2594         featuresmask = 0;
2595         for (i = 0;i < width * height;i++)
2596                 featuresmask |= palette_featureflags[skindata[i]];
2597
2598         skinframe->hasalpha = false;
2599         // fence textures
2600         if (name[0] == '{')
2601                 skinframe->hasalpha = true;
2602         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2603         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2604         skinframe->qgeneratemerged = true;
2605         skinframe->qgeneratebase = skinframe->qhascolormapping;
2606         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2607
2608         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2609         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2610
2611         return skinframe;
2612 }
2613
2614 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2615 {
2616         int width;
2617         int height;
2618         unsigned char *skindata;
2619         char vabuf[1024];
2620
2621         if (!skinframe->qpixels)
2622                 return;
2623
2624         if (!skinframe->qhascolormapping)
2625                 colormapped = false;
2626
2627         if (colormapped)
2628         {
2629                 if (!skinframe->qgeneratebase)
2630                         return;
2631         }
2632         else
2633         {
2634                 if (!skinframe->qgeneratemerged)
2635                         return;
2636         }
2637
2638         width = skinframe->qwidth;
2639         height = skinframe->qheight;
2640         skindata = skinframe->qpixels;
2641
2642         if (skinframe->qgeneratenmap)
2643         {
2644                 unsigned char *a, *b;
2645                 skinframe->qgeneratenmap = false;
2646                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2647                 b = a + width * height * 4;
2648                 // use either a custom palette or the quake palette
2649                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2650                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2651                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2652                 Mem_Free(a);
2653         }
2654
2655         if (skinframe->qgenerateglow)
2656         {
2657                 skinframe->qgenerateglow = false;
2658                 if (skinframe->hasalpha) // fence textures
2659                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2660                 else
2661                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2662         }
2663
2664         if (colormapped)
2665         {
2666                 skinframe->qgeneratebase = false;
2667                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2668                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2669                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2670         }
2671         else
2672         {
2673                 skinframe->qgeneratemerged = false;
2674                 if (skinframe->hasalpha) // fence textures
2675                         skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2676                 else
2677                         skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2678         }
2679
2680         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2681         {
2682                 Mem_Free(skinframe->qpixels);
2683                 skinframe->qpixels = NULL;
2684         }
2685 }
2686
2687 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2688 {
2689         int i;
2690         skinframe_t *skinframe;
2691         char vabuf[1024];
2692
2693         if (cls.state == ca_dedicated)
2694                 return NULL;
2695
2696         // if already loaded just return it, otherwise make a new skinframe
2697         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2698         if (skinframe->base)
2699                 return skinframe;
2700         textureflags &= ~TEXF_FORCE_RELOAD;
2701
2702         skinframe->stain = NULL;
2703         skinframe->merged = NULL;
2704         skinframe->base = NULL;
2705         skinframe->pants = NULL;
2706         skinframe->shirt = NULL;
2707         skinframe->nmap = NULL;
2708         skinframe->gloss = NULL;
2709         skinframe->glow = NULL;
2710         skinframe->fog = NULL;
2711         skinframe->reflect = NULL;
2712         skinframe->hasalpha = false;
2713
2714         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2715         if (!skindata)
2716                 return NULL;
2717
2718         if (developer_loading.integer)
2719                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2720
2721         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2722         if ((textureflags & TEXF_ALPHA) && alphapalette)
2723         {
2724                 for (i = 0;i < width * height;i++)
2725                 {
2726                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2727                         {
2728                                 skinframe->hasalpha = true;
2729                                 break;
2730                         }
2731                 }
2732                 if (r_loadfog && skinframe->hasalpha)
2733                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2734         }
2735
2736         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2737         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2738
2739         return skinframe;
2740 }
2741
2742 skinframe_t *R_SkinFrame_LoadMissing(void)
2743 {
2744         skinframe_t *skinframe;
2745
2746         if (cls.state == ca_dedicated)
2747                 return NULL;
2748
2749         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2750         skinframe->stain = NULL;
2751         skinframe->merged = NULL;
2752         skinframe->base = NULL;
2753         skinframe->pants = NULL;
2754         skinframe->shirt = NULL;
2755         skinframe->nmap = NULL;
2756         skinframe->gloss = NULL;
2757         skinframe->glow = NULL;
2758         skinframe->fog = NULL;
2759         skinframe->reflect = NULL;
2760         skinframe->hasalpha = false;
2761
2762         skinframe->avgcolor[0] = rand() / RAND_MAX;
2763         skinframe->avgcolor[1] = rand() / RAND_MAX;
2764         skinframe->avgcolor[2] = rand() / RAND_MAX;
2765         skinframe->avgcolor[3] = 1;
2766
2767         return skinframe;
2768 }
2769
2770 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2771 {
2772         int x, y;
2773         static unsigned char pix[16][16][4];
2774
2775         if (cls.state == ca_dedicated)
2776                 return NULL;
2777
2778         // this makes a light grey/dark grey checkerboard texture
2779         if (!pix[0][0][3])
2780         {
2781                 for (y = 0; y < 16; y++)
2782                 {
2783                         for (x = 0; x < 16; x++)
2784                         {
2785                                 if ((y < 8) ^ (x < 8))
2786                                 {
2787                                         pix[y][x][0] = 128;
2788                                         pix[y][x][1] = 128;
2789                                         pix[y][x][2] = 128;
2790                                         pix[y][x][3] = 255;
2791                                 }
2792                                 else
2793                                 {
2794                                         pix[y][x][0] = 64;
2795                                         pix[y][x][1] = 64;
2796                                         pix[y][x][2] = 64;
2797                                         pix[y][x][3] = 255;
2798                                 }
2799                         }
2800                 }
2801         }
2802
2803         return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2804 }
2805
2806 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2807 {
2808         skinframe_t *skinframe;
2809         if (cls.state == ca_dedicated)
2810                 return NULL;
2811         // if already loaded just return it, otherwise make a new skinframe
2812         skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2813         if (skinframe->base)
2814                 return skinframe;
2815         textureflags &= ~TEXF_FORCE_RELOAD;
2816         skinframe->stain = NULL;
2817         skinframe->merged = NULL;
2818         skinframe->base = NULL;
2819         skinframe->pants = NULL;
2820         skinframe->shirt = NULL;
2821         skinframe->nmap = NULL;
2822         skinframe->gloss = NULL;
2823         skinframe->glow = NULL;
2824         skinframe->fog = NULL;
2825         skinframe->reflect = NULL;
2826         skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2827         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2828         if (!tex)
2829                 return NULL;
2830         if (developer_loading.integer)
2831                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2832         skinframe->base = skinframe->merged = tex;
2833         Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2834         return skinframe;
2835 }
2836
2837 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2838 typedef struct suffixinfo_s
2839 {
2840         const char *suffix;
2841         qboolean flipx, flipy, flipdiagonal;
2842 }
2843 suffixinfo_t;
2844 static suffixinfo_t suffix[3][6] =
2845 {
2846         {
2847                 {"px",   false, false, false},
2848                 {"nx",   false, false, false},
2849                 {"py",   false, false, false},
2850                 {"ny",   false, false, false},
2851                 {"pz",   false, false, false},
2852                 {"nz",   false, false, false}
2853         },
2854         {
2855                 {"posx", false, false, false},
2856                 {"negx", false, false, false},
2857                 {"posy", false, false, false},
2858                 {"negy", false, false, false},
2859                 {"posz", false, false, false},
2860                 {"negz", false, false, false}
2861         },
2862         {
2863                 {"rt",    true, false,  true},
2864                 {"lf",   false,  true,  true},
2865                 {"ft",    true,  true, false},
2866                 {"bk",   false, false, false},
2867                 {"up",    true, false,  true},
2868                 {"dn",    true, false,  true}
2869         }
2870 };
2871
2872 static int componentorder[4] = {0, 1, 2, 3};
2873
2874 static rtexture_t *R_LoadCubemap(const char *basename)
2875 {
2876         int i, j, cubemapsize;
2877         unsigned char *cubemappixels, *image_buffer;
2878         rtexture_t *cubemaptexture;
2879         char name[256];
2880         // must start 0 so the first loadimagepixels has no requested width/height
2881         cubemapsize = 0;
2882         cubemappixels = NULL;
2883         cubemaptexture = NULL;
2884         // keep trying different suffix groups (posx, px, rt) until one loads
2885         for (j = 0;j < 3 && !cubemappixels;j++)
2886         {
2887                 // load the 6 images in the suffix group
2888                 for (i = 0;i < 6;i++)
2889                 {
2890                         // generate an image name based on the base and and suffix
2891                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2892                         // load it
2893                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2894                         {
2895                                 // an image loaded, make sure width and height are equal
2896                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2897                                 {
2898                                         // if this is the first image to load successfully, allocate the cubemap memory
2899                                         if (!cubemappixels && image_width >= 1)
2900                                         {
2901                                                 cubemapsize = image_width;
2902                                                 // note this clears to black, so unavailable sides are black
2903                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2904                                         }
2905                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2906                                         if (cubemappixels)
2907                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2908                                 }
2909                                 else
2910                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2911                                 // free the image
2912                                 Mem_Free(image_buffer);
2913                         }
2914                 }
2915         }
2916         // if a cubemap loaded, upload it
2917         if (cubemappixels)
2918         {
2919                 if (developer_loading.integer)
2920                         Con_Printf("loading cubemap \"%s\"\n", basename);
2921
2922                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2923                 Mem_Free(cubemappixels);
2924         }
2925         else
2926         {
2927                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2928                 if (developer_loading.integer)
2929                 {
2930                         Con_Printf("(tried tried images ");
2931                         for (j = 0;j < 3;j++)
2932                                 for (i = 0;i < 6;i++)
2933                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2934                         Con_Print(" and was unable to find any of them).\n");
2935                 }
2936         }
2937         return cubemaptexture;
2938 }
2939
2940 rtexture_t *R_GetCubemap(const char *basename)
2941 {
2942         int i;
2943         for (i = 0;i < r_texture_numcubemaps;i++)
2944                 if (r_texture_cubemaps[i] != NULL)
2945                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2946                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2947         if (i >= MAX_CUBEMAPS || !r_main_mempool)
2948                 return r_texture_whitecube;
2949         r_texture_numcubemaps++;
2950         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2951         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2952         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2953         return r_texture_cubemaps[i]->texture;
2954 }
2955
2956 static void R_Main_FreeViewCache(void)
2957 {
2958         if (r_refdef.viewcache.entityvisible)
2959                 Mem_Free(r_refdef.viewcache.entityvisible);
2960         if (r_refdef.viewcache.world_pvsbits)
2961                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2962         if (r_refdef.viewcache.world_leafvisible)
2963                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2964         if (r_refdef.viewcache.world_surfacevisible)
2965                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2966         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2967 }
2968
2969 static void R_Main_ResizeViewCache(void)
2970 {
2971         int numentities = r_refdef.scene.numentities;
2972         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2973         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2974         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2975         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2976         if (r_refdef.viewcache.maxentities < numentities)
2977         {
2978                 r_refdef.viewcache.maxentities = numentities;
2979                 if (r_refdef.viewcache.entityvisible)
2980                         Mem_Free(r_refdef.viewcache.entityvisible);
2981                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2982         }
2983         if (r_refdef.viewcache.world_numclusters != numclusters)
2984         {
2985                 r_refdef.viewcache.world_numclusters = numclusters;
2986                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2987                 if (r_refdef.viewcache.world_pvsbits)
2988                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2989                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2990         }
2991         if (r_refdef.viewcache.world_numleafs != numleafs)
2992         {
2993                 r_refdef.viewcache.world_numleafs = numleafs;
2994                 if (r_refdef.viewcache.world_leafvisible)
2995                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2996                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2997         }
2998         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2999         {
3000                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3001                 if (r_refdef.viewcache.world_surfacevisible)
3002                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3003                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3004         }
3005 }
3006
3007 extern rtexture_t *loadingscreentexture;
3008 static void gl_main_start(void)
3009 {
3010         loadingscreentexture = NULL;
3011         r_texture_blanknormalmap = NULL;
3012         r_texture_white = NULL;
3013         r_texture_grey128 = NULL;
3014         r_texture_black = NULL;
3015         r_texture_whitecube = NULL;
3016         r_texture_normalizationcube = NULL;
3017         r_texture_fogattenuation = NULL;
3018         r_texture_fogheighttexture = NULL;
3019         r_texture_gammaramps = NULL;
3020         r_texture_numcubemaps = 0;
3021         r_uniformbufferalignment = 32;
3022
3023         r_loaddds = r_texture_dds_load.integer != 0;
3024         r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3025
3026         switch(vid.renderpath)
3027         {
3028         case RENDERPATH_GL32:
3029         case RENDERPATH_GLES2:
3030                 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3031                 Cvar_SetValueQuick(&gl_combine, 1);
3032                 Cvar_SetValueQuick(&r_glsl, 1);
3033                 r_loadnormalmap = true;
3034                 r_loadgloss = true;
3035                 r_loadfog = false;
3036 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3037                 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3038 #endif
3039                 break;
3040         }
3041
3042         R_AnimCache_Free();
3043         R_FrameData_Reset();
3044         R_BufferData_Reset();
3045
3046         r_numqueries = 0;
3047         r_maxqueries = 0;
3048         memset(r_queries, 0, sizeof(r_queries));
3049
3050         r_qwskincache = NULL;
3051         r_qwskincache_size = 0;
3052
3053         // due to caching of texture_t references, the collision cache must be reset
3054         Collision_Cache_Reset(true);
3055
3056         // set up r_skinframe loading system for textures
3057         memset(&r_skinframe, 0, sizeof(r_skinframe));
3058         r_skinframe.loadsequence = 1;
3059         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3060
3061         r_main_texturepool = R_AllocTexturePool();
3062         R_BuildBlankTextures();
3063         R_BuildNoTexture();
3064         R_BuildWhiteCube();
3065         R_BuildNormalizationCube();
3066         r_texture_fogattenuation = NULL;
3067         r_texture_fogheighttexture = NULL;
3068         r_texture_gammaramps = NULL;
3069         //r_texture_fogintensity = NULL;
3070         memset(&r_fb, 0, sizeof(r_fb));
3071         Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3072         r_glsl_permutation = NULL;
3073         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3074         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3075         memset(&r_svbsp, 0, sizeof (r_svbsp));
3076
3077         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3078         r_texture_numcubemaps = 0;
3079
3080         r_refdef.fogmasktable_density = 0;
3081
3082 #ifdef __ANDROID__
3083         // For Steelstorm Android
3084         // FIXME CACHE the program and reload
3085         // FIXME see possible combinations for SS:BR android
3086         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3087         R_SetupShader_SetPermutationGLSL(0, 12);
3088         R_SetupShader_SetPermutationGLSL(0, 13);
3089         R_SetupShader_SetPermutationGLSL(0, 8388621);
3090         R_SetupShader_SetPermutationGLSL(3, 0);
3091         R_SetupShader_SetPermutationGLSL(3, 2048);
3092         R_SetupShader_SetPermutationGLSL(5, 0);
3093         R_SetupShader_SetPermutationGLSL(5, 2);
3094         R_SetupShader_SetPermutationGLSL(5, 2048);
3095         R_SetupShader_SetPermutationGLSL(5, 8388608);
3096         R_SetupShader_SetPermutationGLSL(11, 1);
3097         R_SetupShader_SetPermutationGLSL(11, 2049);
3098         R_SetupShader_SetPermutationGLSL(11, 8193);
3099         R_SetupShader_SetPermutationGLSL(11, 10241);
3100         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3101 #endif
3102 }
3103
3104 static void gl_main_shutdown(void)
3105 {
3106         R_RenderTarget_FreeUnused(true);
3107         Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3108         R_AnimCache_Free();
3109         R_FrameData_Reset();
3110         R_BufferData_Reset();
3111
3112         R_Main_FreeViewCache();
3113
3114         switch(vid.renderpath)
3115         {
3116         case RENDERPATH_GL32:
3117         case RENDERPATH_GLES2:
3118 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3119                 if (r_maxqueries)
3120                         qglDeleteQueries(r_maxqueries, r_queries);
3121 #endif
3122                 break;
3123         }
3124
3125         r_numqueries = 0;
3126         r_maxqueries = 0;
3127         memset(r_queries, 0, sizeof(r_queries));
3128
3129         r_qwskincache = NULL;
3130         r_qwskincache_size = 0;
3131
3132         // clear out the r_skinframe state
3133         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3134         memset(&r_skinframe, 0, sizeof(r_skinframe));
3135
3136         if (r_svbsp.nodes)
3137                 Mem_Free(r_svbsp.nodes);
3138         memset(&r_svbsp, 0, sizeof (r_svbsp));
3139         R_FreeTexturePool(&r_main_texturepool);
3140         loadingscreentexture = NULL;
3141         r_texture_blanknormalmap = NULL;
3142         r_texture_white = NULL;
3143         r_texture_grey128 = NULL;
3144         r_texture_black = NULL;
3145         r_texture_whitecube = NULL;
3146         r_texture_normalizationcube = NULL;
3147         r_texture_fogattenuation = NULL;
3148         r_texture_fogheighttexture = NULL;
3149         r_texture_gammaramps = NULL;
3150         r_texture_numcubemaps = 0;
3151         //r_texture_fogintensity = NULL;
3152         memset(&r_fb, 0, sizeof(r_fb));
3153         R_GLSL_Restart_f();
3154
3155         r_glsl_permutation = NULL;
3156         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3157         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3158 }
3159
3160 static void gl_main_newmap(void)
3161 {
3162         // FIXME: move this code to client
3163         char *entities, entname[MAX_QPATH];
3164         if (r_qwskincache)
3165                 Mem_Free(r_qwskincache);
3166         r_qwskincache = NULL;
3167         r_qwskincache_size = 0;
3168         if (cl.worldmodel)
3169         {
3170                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3171                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3172                 {
3173                         CL_ParseEntityLump(entities);
3174                         Mem_Free(entities);
3175                         return;
3176                 }
3177                 if (cl.worldmodel->brush.entities)
3178                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3179         }
3180         R_Main_FreeViewCache();
3181
3182         R_FrameData_Reset();
3183         R_BufferData_Reset();
3184 }
3185
3186 void GL_Main_Init(void)
3187 {
3188         int i;
3189         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3190         R_InitShaderModeInfo();
3191
3192         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3193         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3194         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3195         if (gamemode == GAME_NEHAHRA)
3196         {
3197                 Cvar_RegisterVariable (&gl_fogenable);
3198                 Cvar_RegisterVariable (&gl_fogdensity);
3199                 Cvar_RegisterVariable (&gl_fogred);
3200                 Cvar_RegisterVariable (&gl_foggreen);
3201                 Cvar_RegisterVariable (&gl_fogblue);
3202                 Cvar_RegisterVariable (&gl_fogstart);
3203                 Cvar_RegisterVariable (&gl_fogend);
3204                 Cvar_RegisterVariable (&gl_skyclip);
3205         }
3206         Cvar_RegisterVariable(&r_motionblur);
3207         Cvar_RegisterVariable(&r_damageblur);
3208         Cvar_RegisterVariable(&r_motionblur_averaging);
3209         Cvar_RegisterVariable(&r_motionblur_randomize);
3210         Cvar_RegisterVariable(&r_motionblur_minblur);
3211         Cvar_RegisterVariable(&r_motionblur_maxblur);
3212         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3213         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3214         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3215         Cvar_RegisterVariable(&r_motionblur_mousefactor);
3216         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3217         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3218         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3219         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3220         Cvar_RegisterVariable(&r_equalize_entities_by);
3221         Cvar_RegisterVariable(&r_equalize_entities_to);
3222         Cvar_RegisterVariable(&r_depthfirst);
3223         Cvar_RegisterVariable(&r_useinfinitefarclip);
3224         Cvar_RegisterVariable(&r_farclip_base);
3225         Cvar_RegisterVariable(&r_farclip_world);
3226         Cvar_RegisterVariable(&r_nearclip);
3227         Cvar_RegisterVariable(&r_deformvertexes);
3228         Cvar_RegisterVariable(&r_transparent);
3229         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3230         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3231         Cvar_RegisterVariable(&r_transparent_useplanardistance);
3232         Cvar_RegisterVariable(&r_showoverdraw);
3233         Cvar_RegisterVariable(&r_showbboxes);
3234         Cvar_RegisterVariable(&r_showbboxes_client);
3235         Cvar_RegisterVariable(&r_showsurfaces);
3236         Cvar_RegisterVariable(&r_showtris);
3237         Cvar_RegisterVariable(&r_shownormals);
3238         Cvar_RegisterVariable(&r_showlighting);
3239         Cvar_RegisterVariable(&r_showcollisionbrushes);
3240         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3241         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3242         Cvar_RegisterVariable(&r_showdisabledepthtest);
3243         Cvar_RegisterVariable(&r_showspriteedges);
3244         Cvar_RegisterVariable(&r_showparticleedges);
3245         Cvar_RegisterVariable(&r_drawportals);
3246         Cvar_RegisterVariable(&r_drawentities);
3247         Cvar_RegisterVariable(&r_draw2d);
3248         Cvar_RegisterVariable(&r_drawworld);
3249         Cvar_RegisterVariable(&r_cullentities_trace);
3250         Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3251         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3252         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3253         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3254         Cvar_RegisterVariable(&r_cullentities_trace_expand);
3255         Cvar_RegisterVariable(&r_cullentities_trace_pad);
3256         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3257         Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3258         Cvar_RegisterVariable(&r_sortentities);
3259         Cvar_RegisterVariable(&r_drawviewmodel);
3260         Cvar_RegisterVariable(&r_drawexteriormodel);
3261         Cvar_RegisterVariable(&r_speeds);
3262         Cvar_RegisterVariable(&r_fullbrights);
3263         Cvar_RegisterVariable(&r_wateralpha);
3264         Cvar_RegisterVariable(&r_dynamic);
3265         Cvar_RegisterVariable(&r_fakelight);
3266         Cvar_RegisterVariable(&r_fakelight_intensity);
3267         Cvar_RegisterVariable(&r_fullbright_directed);
3268         Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3269         Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3270         Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3271         Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3272         Cvar_RegisterVariable(&r_fullbright);
3273         Cvar_RegisterVariable(&r_shadows);
3274         Cvar_RegisterVariable(&r_shadows_darken);
3275         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3276         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3277         Cvar_RegisterVariable(&r_shadows_throwdistance);
3278         Cvar_RegisterVariable(&r_shadows_throwdirection);
3279         Cvar_RegisterVariable(&r_shadows_focus);
3280         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3281         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3282         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3283         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3284         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3285         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3286         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3287         Cvar_RegisterVariable(&r_fog_exp2);
3288         Cvar_RegisterVariable(&r_fog_clear);
3289         Cvar_RegisterVariable(&r_drawfog);
3290         Cvar_RegisterVariable(&r_transparentdepthmasking);
3291         Cvar_RegisterVariable(&r_transparent_sortmindist);
3292         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3293         Cvar_RegisterVariable(&r_transparent_sortarraysize);
3294         Cvar_RegisterVariable(&r_texture_dds_load);
3295         Cvar_RegisterVariable(&r_texture_dds_save);
3296         Cvar_RegisterVariable(&r_textureunits);
3297         Cvar_RegisterVariable(&gl_combine);
3298         Cvar_RegisterVariable(&r_usedepthtextures);
3299         Cvar_RegisterVariable(&r_viewfbo);
3300         Cvar_RegisterVariable(&r_rendertarget_debug);
3301         Cvar_RegisterVariable(&r_viewscale);
3302         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3303         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3304         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3305         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3306         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3307         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3308         Cvar_RegisterVariable(&r_glsl);
3309         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3310         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3311         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3312         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3313         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3314         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3315         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3316         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3317         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3318         Cvar_RegisterVariable(&r_glsl_postprocess);
3319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3321         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3322         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3323         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3324         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3325         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3326         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3327         Cvar_RegisterVariable(&r_celshading);
3328         Cvar_RegisterVariable(&r_celoutlines);
3329
3330         Cvar_RegisterVariable(&r_water);
3331         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3332         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3333         Cvar_RegisterVariable(&r_water_clippingplanebias);
3334         Cvar_RegisterVariable(&r_water_refractdistort);
3335         Cvar_RegisterVariable(&r_water_reflectdistort);
3336         Cvar_RegisterVariable(&r_water_scissormode);
3337         Cvar_RegisterVariable(&r_water_lowquality);
3338         Cvar_RegisterVariable(&r_water_hideplayer);
3339
3340         Cvar_RegisterVariable(&r_lerpsprites);
3341         Cvar_RegisterVariable(&r_lerpmodels);
3342         Cvar_RegisterVariable(&r_lerplightstyles);
3343         Cvar_RegisterVariable(&r_waterscroll);
3344         Cvar_RegisterVariable(&r_bloom);
3345         Cvar_RegisterVariable(&r_bloom_colorscale);
3346         Cvar_RegisterVariable(&r_bloom_brighten);
3347         Cvar_RegisterVariable(&r_bloom_blur);
3348         Cvar_RegisterVariable(&r_bloom_resolution);
3349         Cvar_RegisterVariable(&r_bloom_colorexponent);
3350         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3351         Cvar_RegisterVariable(&r_bloom_scenebrightness);
3352         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3353         Cvar_RegisterVariable(&r_hdr_glowintensity);
3354         Cvar_RegisterVariable(&r_hdr_irisadaptation);
3355         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3356         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3357         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3358         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3359         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3360         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3361         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3362         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3363         Cvar_RegisterVariable(&developer_texturelogging);
3364         Cvar_RegisterVariable(&gl_lightmaps);
3365         Cvar_RegisterVariable(&r_test);
3366         Cvar_RegisterVariable(&r_batch_multidraw);
3367         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3368         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3369         Cvar_RegisterVariable(&r_glsl_skeletal);
3370         Cvar_RegisterVariable(&r_glsl_saturation);
3371         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3372         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3373         Cvar_RegisterVariable(&r_framedatasize);
3374         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3375                 Cvar_RegisterVariable(&r_buffermegs[i]);
3376         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3377         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3378                 Cvar_SetValue("r_fullbrights", 0);
3379 #ifdef DP_MOBILETOUCH
3380         // GLES devices have terrible depth precision in general, so...
3381         Cvar_SetValueQuick(&r_nearclip, 4);
3382         Cvar_SetValueQuick(&r_farclip_base, 4096);
3383         Cvar_SetValueQuick(&r_farclip_world, 0);
3384         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3385 #endif
3386         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3387 }
3388
3389 void Render_Init(void)
3390 {
3391         gl_backend_init();
3392         R_Textures_Init();
3393         GL_Main_Init();
3394         Font_Init();
3395         GL_Draw_Init();
3396         R_Shadow_Init();
3397         R_Sky_Init();
3398         GL_Surf_Init();
3399         Sbar_Init();
3400         R_Particles_Init();
3401         R_Explosion_Init();
3402         R_LightningBeams_Init();
3403         Mod_RenderInit();
3404 }
3405
3406 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3407 {
3408         int i;
3409         mplane_t *p;
3410         if (r_trippy.integer)
3411                 return false;
3412         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3413         {
3414                 p = r_refdef.view.frustum + i;
3415                 switch(p->signbits)
3416                 {
3417                 default:
3418                 case 0:
3419                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3420                                 return true;
3421                         break;
3422                 case 1:
3423                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3424                                 return true;
3425                         break;
3426                 case 2:
3427                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3428                                 return true;
3429                         break;
3430                 case 3:
3431                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3432                                 return true;
3433                         break;
3434                 case 4:
3435                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3436                                 return true;
3437                         break;
3438                 case 5:
3439                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3440                                 return true;
3441                         break;
3442                 case 6:
3443                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3444                                 return true;
3445                         break;
3446                 case 7:
3447                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3448                                 return true;
3449                         break;
3450                 }
3451         }
3452         return false;
3453 }
3454
3455 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3456 {
3457         int i;
3458         const mplane_t *p;
3459         if (r_trippy.integer)
3460                 return false;
3461         for (i = 0;i < numplanes;i++)
3462         {
3463                 p = planes + i;
3464                 switch(p->signbits)
3465                 {
3466                 default:
3467                 case 0:
3468                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3469                                 return true;
3470                         break;
3471                 case 1:
3472                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3473                                 return true;
3474                         break;
3475                 case 2:
3476                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3477                                 return true;
3478                         break;
3479                 case 3:
3480                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3481                                 return true;
3482                         break;
3483                 case 4:
3484                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3485                                 return true;
3486                         break;
3487                 case 5:
3488                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3489                                 return true;
3490                         break;
3491                 case 6:
3492                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3493                                 return true;
3494                         break;
3495                 case 7:
3496                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3497                                 return true;
3498                         break;
3499                 }
3500         }
3501         return false;
3502 }
3503
3504 //==================================================================================
3505
3506 // LordHavoc: this stores temporary data used within the same frame
3507
3508 typedef struct r_framedata_mem_s
3509 {
3510         struct r_framedata_mem_s *purge; // older mem block to free on next frame
3511         size_t size; // how much usable space
3512         size_t current; // how much space in use
3513         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3514         size_t wantedsize; // how much space was allocated
3515         unsigned char *data; // start of real data (16byte aligned)
3516 }
3517 r_framedata_mem_t;
3518
3519 static r_framedata_mem_t *r_framedata_mem;
3520
3521 void R_FrameData_Reset(void)
3522 {
3523         while (r_framedata_mem)
3524         {
3525                 r_framedata_mem_t *next = r_framedata_mem->purge;
3526                 Mem_Free(r_framedata_mem);
3527                 r_framedata_mem = next;
3528         }
3529 }
3530
3531 static void R_FrameData_Resize(qboolean mustgrow)
3532 {
3533         size_t wantedsize;
3534         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3535         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3536         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3537         {
3538                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3539                 newmem->wantedsize = wantedsize;
3540                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3541                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3542                 newmem->current = 0;
3543                 newmem->mark = 0;
3544                 newmem->purge = r_framedata_mem;
3545                 r_framedata_mem = newmem;
3546         }
3547 }
3548
3549 void R_FrameData_NewFrame(void)
3550 {
3551         R_FrameData_Resize(false);
3552         if (!r_framedata_mem)
3553                 return;
3554         // if we ran out of space on the last frame, free the old memory now
3555         while (r_framedata_mem->purge)
3556         {
3557                 // repeatedly remove the second item in the list, leaving only head
3558                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3559                 Mem_Free(r_framedata_mem->purge);
3560                 r_framedata_mem->purge = next;
3561         }
3562         // reset the current mem pointer
3563         r_framedata_mem->current = 0;
3564         r_framedata_mem->mark = 0;
3565 }
3566
3567 void *R_FrameData_Alloc(size_t size)
3568 {
3569         void *data;
3570         float newvalue;
3571
3572         // align to 16 byte boundary - the data pointer is already aligned, so we
3573         // only need to ensure the size of every allocation is also aligned
3574         size = (size + 15) & ~15;
3575
3576         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3577         {
3578                 // emergency - we ran out of space, allocate more memory
3579                 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3580                 newvalue = r_framedatasize.value * 2.0f;
3581                 // 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
3582                 if (sizeof(size_t) >= 8)
3583                         newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3584                 else
3585                         newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3586                 // this might not be a growing it, but we'll allocate another buffer every time
3587                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3588                 R_FrameData_Resize(true);
3589         }
3590
3591         data = r_framedata_mem->data + r_framedata_mem->current;
3592         r_framedata_mem->current += size;
3593
3594         // count the usage for stats
3595         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3596         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3597
3598         return (void *)data;
3599 }
3600
3601 void *R_FrameData_Store(size_t size, void *data)
3602 {
3603         void *d = R_FrameData_Alloc(size);
3604         if (d && data)
3605                 memcpy(d, data, size);
3606         return d;
3607 }
3608
3609 void R_FrameData_SetMark(void)
3610 {
3611         if (!r_framedata_mem)
3612                 return;
3613         r_framedata_mem->mark = r_framedata_mem->current;
3614 }
3615
3616 void R_FrameData_ReturnToMark(void)
3617 {
3618         if (!r_framedata_mem)
3619                 return;
3620         r_framedata_mem->current = r_framedata_mem->mark;
3621 }
3622
3623 //==================================================================================
3624
3625 // avoid reusing the same buffer objects on consecutive frames
3626 #define R_BUFFERDATA_CYCLE 3
3627
3628 typedef struct r_bufferdata_buffer_s
3629 {
3630         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3631         size_t size; // how much usable space
3632         size_t current; // how much space in use
3633         r_meshbuffer_t *buffer; // the buffer itself
3634 }
3635 r_bufferdata_buffer_t;
3636
3637 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3638 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3639
3640 /// frees all dynamic buffers
3641 void R_BufferData_Reset(void)
3642 {
3643         int cycle, type;
3644         r_bufferdata_buffer_t **p, *mem;
3645         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3646         {
3647                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3648                 {
3649                         // free all buffers
3650                         p = &r_bufferdata_buffer[cycle][type];
3651                         while (*p)
3652                         {
3653                                 mem = *p;
3654                                 *p = (*p)->purge;
3655                                 if (mem->buffer)
3656                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3657                                 Mem_Free(mem);
3658                         }
3659                 }
3660         }
3661 }
3662
3663 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3664 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3665 {
3666         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3667         size_t size;
3668         float newvalue = r_buffermegs[type].value;
3669
3670         // increase the cvar if we have to (but only if we already have a mem)
3671         if (mustgrow && mem)
3672                 newvalue *= 2.0f;
3673         newvalue = bound(0.25f, newvalue, 256.0f);
3674         while (newvalue * 1024*1024 < minsize)
3675                 newvalue *= 2.0f;
3676
3677         // clamp the cvar to valid range
3678         newvalue = bound(0.25f, newvalue, 256.0f);
3679         if (r_buffermegs[type].value != newvalue)
3680                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3681
3682         // calculate size in bytes
3683         size = (size_t)(newvalue * 1024*1024);
3684         size = bound(131072, size, 256*1024*1024);
3685
3686         // allocate a new buffer if the size is different (purge old one later)
3687         // or if we were told we must grow the buffer
3688         if (!mem || mem->size != size || mustgrow)
3689         {
3690                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3691                 mem->size = size;
3692                 mem->current = 0;
3693                 if (type == R_BUFFERDATA_VERTEX)
3694                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3695                 else if (type == R_BUFFERDATA_INDEX16)
3696                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3697                 else if (type == R_BUFFERDATA_INDEX32)
3698                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3699                 else if (type == R_BUFFERDATA_UNIFORM)
3700                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3701                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3702                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3703         }
3704 }
3705
3706 void R_BufferData_NewFrame(void)
3707 {
3708         int type;
3709         r_bufferdata_buffer_t **p, *mem;
3710         // cycle to the next frame's buffers
3711         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3712         // if we ran out of space on the last time we used these buffers, free the old memory now
3713         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3714         {
3715                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3716                 {
3717                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3718                         // free all but the head buffer, this is how we recycle obsolete
3719                         // buffers after they are no longer in use
3720                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3721                         while (*p)
3722                         {
3723                                 mem = *p;
3724                                 *p = (*p)->purge;
3725                                 if (mem->buffer)
3726                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3727                                 Mem_Free(mem);
3728                         }
3729                         // reset the current offset
3730                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3731                 }
3732         }
3733 }
3734
3735 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3736 {
3737         r_bufferdata_buffer_t *mem;
3738         int offset = 0;
3739         int padsize;
3740
3741         *returnbufferoffset = 0;
3742
3743         // align size to a byte boundary appropriate for the buffer type, this
3744         // makes all allocations have aligned start offsets
3745         if (type == R_BUFFERDATA_UNIFORM)
3746                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3747         else
3748                 padsize = (datasize + 15) & ~15;
3749
3750         // if we ran out of space in this buffer we must allocate a new one
3751         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)
3752                 R_BufferData_Resize(type, true, padsize);
3753
3754         // if the resize did not give us enough memory, fail
3755         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)
3756                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3757
3758         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3759         offset = (int)mem->current;
3760         mem->current += padsize;
3761
3762         // upload the data to the buffer at the chosen offset
3763         if (offset == 0)
3764                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3765         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3766
3767         // count the usage for stats
3768         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3769         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3770
3771         // return the buffer offset
3772         *returnbufferoffset = offset;
3773
3774         return mem->buffer;
3775 }
3776
3777 //==================================================================================
3778
3779 // LordHavoc: animcache originally written by Echon, rewritten since then
3780
3781 /**
3782  * Animation cache prevents re-generating mesh data for an animated model
3783  * multiple times in one frame for lighting, shadowing, reflections, etc.
3784  */
3785
3786 void R_AnimCache_Free(void)
3787 {
3788 }
3789
3790 void R_AnimCache_ClearCache(void)
3791 {
3792         int i;
3793         entity_render_t *ent;
3794
3795         for (i = 0;i < r_refdef.scene.numentities;i++)
3796         {
3797                 ent = r_refdef.scene.entities[i];
3798                 ent->animcache_vertex3f = NULL;
3799                 ent->animcache_vertex3f_vertexbuffer = NULL;
3800                 ent->animcache_vertex3f_bufferoffset = 0;
3801                 ent->animcache_normal3f = NULL;
3802                 ent->animcache_normal3f_vertexbuffer = NULL;
3803                 ent->animcache_normal3f_bufferoffset = 0;
3804                 ent->animcache_svector3f = NULL;
3805                 ent->animcache_svector3f_vertexbuffer = NULL;
3806                 ent->animcache_svector3f_bufferoffset = 0;
3807                 ent->animcache_tvector3f = NULL;
3808                 ent->animcache_tvector3f_vertexbuffer = NULL;
3809                 ent->animcache_tvector3f_bufferoffset = 0;
3810                 ent->animcache_skeletaltransform3x4 = NULL;
3811                 ent->animcache_skeletaltransform3x4buffer = NULL;
3812                 ent->animcache_skeletaltransform3x4offset = 0;
3813                 ent->animcache_skeletaltransform3x4size = 0;
3814         }
3815 }
3816
3817 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3818 {
3819         dp_model_t *model = ent->model;
3820         int numvertices;
3821
3822         // see if this ent is worth caching
3823         if (!model || !model->Draw || !model->AnimateVertices)
3824                 return false;
3825         // nothing to cache if it contains no animations and has no skeleton
3826         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3827                 return false;
3828         // see if it is already cached for gpuskeletal
3829         if (ent->animcache_skeletaltransform3x4)
3830                 return false;
3831         // see if it is already cached as a mesh
3832         if (ent->animcache_vertex3f)
3833         {
3834                 // check if we need to add normals or tangents
3835                 if (ent->animcache_normal3f)
3836                         wantnormals = false;
3837                 if (ent->animcache_svector3f)
3838                         wanttangents = false;
3839                 if (!wantnormals && !wanttangents)
3840                         return false;
3841         }
3842
3843         // check which kind of cache we need to generate
3844         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3845         {
3846                 // cache the skeleton so the vertex shader can use it
3847                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3848                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3849                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3850                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3851                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
3852                 // note: this can fail if the buffer is at the grow limit
3853                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3854                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3855         }
3856         else if (ent->animcache_vertex3f)
3857         {
3858                 // mesh was already cached but we may need to add normals/tangents
3859                 // (this only happens with multiple views, reflections, cameras, etc)
3860                 if (wantnormals || wanttangents)
3861                 {
3862                         numvertices = model->surfmesh.num_vertices;
3863                         if (wantnormals)
3864                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3865                         if (wanttangents)
3866                         {
3867                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3868                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3869                         }
3870                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3871                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3872                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3873                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3874                 }
3875         }
3876         else
3877         {
3878                 // generate mesh cache
3879                 numvertices = model->surfmesh.num_vertices;
3880                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3881                 if (wantnormals)
3882                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3883                 if (wanttangents)
3884                 {
3885                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3886                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3887                 }
3888                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3889                 if (wantnormals || wanttangents)
3890                 {
3891                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3892                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3893                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3894                 }
3895                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3896                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3897                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3898         }
3899         return true;
3900 }
3901
3902 void R_AnimCache_CacheVisibleEntities(void)
3903 {
3904         int i;
3905
3906         // TODO: thread this
3907         // NOTE: R_PrepareRTLights() also caches entities
3908
3909         for (i = 0;i < r_refdef.scene.numentities;i++)
3910                 if (r_refdef.viewcache.entityvisible[i])
3911                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3912 }
3913
3914 //==================================================================================
3915
3916 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)
3917 {
3918         int i;
3919         vec3_t eyemins, eyemaxs;
3920         vec3_t boxmins, boxmaxs;
3921         vec3_t padmins, padmaxs;
3922         vec3_t start;
3923         vec3_t end;
3924         dp_model_t *model = r_refdef.scene.worldmodel;
3925         static vec3_t positions[] = {
3926                 { 0.5f, 0.5f, 0.5f },
3927                 { 0.0f, 0.0f, 0.0f },
3928                 { 0.0f, 0.0f, 1.0f },
3929                 { 0.0f, 1.0f, 0.0f },
3930                 { 0.0f, 1.0f, 1.0f },
3931                 { 1.0f, 0.0f, 0.0f },
3932                 { 1.0f, 0.0f, 1.0f },
3933                 { 1.0f, 1.0f, 0.0f },
3934                 { 1.0f, 1.0f, 1.0f },
3935         };
3936
3937         // sample count can be set to -1 to skip this logic, for flicker-prone objects
3938         if (numsamples < 0)
3939                 return true;
3940
3941         // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3942         if (!r_refdef.view.usevieworiginculling)
3943                 return true;
3944
3945         if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3946                 return true;
3947
3948         // expand the eye box a little
3949         eyemins[0] = eye[0] - eyejitter;
3950         eyemaxs[0] = eye[0] + eyejitter;
3951         eyemins[1] = eye[1] - eyejitter;
3952         eyemaxs[1] = eye[1] + eyejitter;
3953         eyemins[2] = eye[2] - eyejitter;
3954         eyemaxs[2] = eye[2] + eyejitter;
3955         // expand the box a little
3956         boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3957         boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3958         boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3959         boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3960         boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3961         boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3962         // make an even larger box for the acceptable area
3963         padmins[0] = boxmins[0] - pad;
3964         padmaxs[0] = boxmaxs[0] + pad;
3965         padmins[1] = boxmins[1] - pad;
3966         padmaxs[1] = boxmaxs[1] + pad;
3967         padmins[2] = boxmins[2] - pad;
3968         padmaxs[2] = boxmaxs[2] + pad;
3969
3970         // return true if eye overlaps enlarged box
3971         if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3972                 return true;
3973
3974         // try specific positions in the box first - note that these can be cached
3975         if (r_cullentities_trace_entityocclusion.integer)
3976         {
3977                 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3978                 {
3979                         VectorCopy(eye, start);
3980                         end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3981                         end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3982                         end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3983                         //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
3984                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3985                         // not picky - if the trace ended anywhere in the box we're good
3986                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3987                                 return true;
3988                 }
3989         }
3990         else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3991                 return true;
3992
3993         // try various random positions
3994         for (i = 0; i < numsamples; i++)
3995         {
3996                 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3997                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3998                 if (r_cullentities_trace_entityocclusion.integer)
3999                 {
4000                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4001                         // not picky - if the trace ended anywhere in the box we're good
4002                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4003                                 return true;
4004                 }
4005                 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4006                         return true;
4007         }
4008
4009         return false;
4010 }
4011
4012
4013 static void R_View_UpdateEntityVisible (void)
4014 {
4015         int i;
4016         int renderimask;
4017         int samples;
4018         entity_render_t *ent;
4019
4020         if (r_refdef.envmap || r_fb.water.hideplayer)
4021                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4022         else if (chase_active.integer || r_fb.water.renderingscene)
4023                 renderimask = RENDER_VIEWMODEL;
4024         else
4025                 renderimask = RENDER_EXTERIORMODEL;
4026         if (!r_drawviewmodel.integer)
4027                 renderimask |= RENDER_VIEWMODEL;
4028         if (!r_drawexteriormodel.integer)
4029                 renderimask |= RENDER_EXTERIORMODEL;
4030         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4031         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4032         {
4033                 // worldmodel can check visibility
4034                 for (i = 0;i < r_refdef.scene.numentities;i++)
4035                 {
4036                         ent = r_refdef.scene.entities[i];
4037                         if (!(ent->flags & renderimask))
4038                         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)))
4039                         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))
4040                                 r_refdef.viewcache.entityvisible[i] = true;
4041                 }
4042         }
4043         else
4044         {
4045                 // no worldmodel or it can't check visibility
4046                 for (i = 0;i < r_refdef.scene.numentities;i++)
4047                 {
4048                         ent = r_refdef.scene.entities[i];
4049                         if (!(ent->flags & renderimask))
4050                         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)))
4051                                 r_refdef.viewcache.entityvisible[i] = true;
4052                 }
4053         }
4054         if (r_cullentities_trace.integer)
4055         {
4056                 for (i = 0;i < r_refdef.scene.numentities;i++)
4057                 {
4058                         if (!r_refdef.viewcache.entityvisible[i])
4059                                 continue;
4060                         ent = r_refdef.scene.entities[i];
4061                         if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4062                         {
4063                                 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4064                                 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))
4065                                         ent->last_trace_visibility = realtime;
4066                                 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4067                                         r_refdef.viewcache.entityvisible[i] = 0;
4068                         }
4069                 }
4070         }
4071 }
4072
4073 /// only used if skyrendermasked, and normally returns false
4074 static int R_DrawBrushModelsSky (void)
4075 {
4076         int i, sky;
4077         entity_render_t *ent;
4078
4079         sky = false;
4080         for (i = 0;i < r_refdef.scene.numentities;i++)
4081         {
4082                 if (!r_refdef.viewcache.entityvisible[i])
4083                         continue;
4084                 ent = r_refdef.scene.entities[i];
4085                 if (!ent->model || !ent->model->DrawSky)
4086                         continue;
4087                 ent->model->DrawSky(ent);
4088                 sky = true;
4089         }
4090         return sky;
4091 }
4092
4093 static void R_DrawNoModel(entity_render_t *ent);
4094 static void R_DrawModels(void)
4095 {
4096         int i;
4097         entity_render_t *ent;
4098
4099         for (i = 0;i < r_refdef.scene.numentities;i++)
4100         {
4101                 if (!r_refdef.viewcache.entityvisible[i])
4102                         continue;
4103                 ent = r_refdef.scene.entities[i];
4104                 r_refdef.stats[r_stat_entities]++;
4105                 /*
4106                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4107                 {
4108                         vec3_t f, l, u, o;
4109                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4110                         Con_Printf("R_DrawModels\n");
4111                         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]);
4112                         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);
4113                         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);
4114                 }
4115                 */
4116                 if (ent->model && ent->model->Draw != NULL)
4117                         ent->model->Draw(ent);
4118                 else
4119                         R_DrawNoModel(ent);
4120         }
4121 }
4122
4123 static void R_DrawModelsDepth(void)
4124 {
4125         int i;
4126         entity_render_t *ent;
4127
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->DrawDepth != NULL)
4134                         ent->model->DrawDepth(ent);
4135         }
4136 }
4137
4138 static void R_DrawModelsDebug(void)
4139 {
4140         int i;
4141         entity_render_t *ent;
4142
4143         for (i = 0;i < r_refdef.scene.numentities;i++)
4144         {
4145                 if (!r_refdef.viewcache.entityvisible[i])
4146                         continue;
4147                 ent = r_refdef.scene.entities[i];
4148                 if (ent->model && ent->model->DrawDebug != NULL)
4149                         ent->model->DrawDebug(ent);
4150         }
4151 }
4152
4153 static void R_DrawModelsAddWaterPlanes(void)
4154 {
4155         int i;
4156         entity_render_t *ent;
4157
4158         for (i = 0;i < r_refdef.scene.numentities;i++)
4159         {
4160                 if (!r_refdef.viewcache.entityvisible[i])
4161                         continue;
4162                 ent = r_refdef.scene.entities[i];
4163                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4164                         ent->model->DrawAddWaterPlanes(ent);
4165         }
4166 }
4167
4168 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}};
4169
4170 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4171 {
4172         if (r_hdr_irisadaptation.integer)
4173         {
4174                 vec3_t p;
4175                 vec3_t ambient;
4176                 vec3_t diffuse;
4177                 vec3_t diffusenormal;
4178                 vec3_t forward;
4179                 vec_t brightness = 0.0f;
4180                 vec_t goal;
4181                 vec_t current;
4182                 vec_t d;
4183                 int c;
4184                 VectorCopy(r_refdef.view.forward, forward);
4185                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4186                 {
4187                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4188                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4189                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4190                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4191                         d = DotProduct(forward, diffusenormal);
4192                         brightness += VectorLength(ambient);
4193                         if (d > 0)
4194                                 brightness += d * VectorLength(diffuse);
4195                 }
4196                 brightness *= 1.0f / c;
4197                 brightness += 0.00001f; // make sure it's never zero
4198                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4199                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4200                 current = r_hdr_irisadaptation_value.value;
4201                 if (current < goal)
4202                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4203                 else if (current > goal)
4204                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4205                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4206                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4207         }
4208         else if (r_hdr_irisadaptation_value.value != 1.0f)
4209                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4210 }
4211
4212 static void R_View_SetFrustum(const int *scissor)
4213 {
4214         int i;
4215         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4216         vec3_t forward, left, up, origin, v;
4217
4218         if(scissor)
4219         {
4220                 // flipped x coordinates (because x points left here)
4221                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4222                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4223                 // non-flipped y coordinates
4224                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4225                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4226         }
4227
4228         // we can't trust r_refdef.view.forward and friends in reflected scenes
4229         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4230
4231 #if 0
4232         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4233         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4234         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4235         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4236         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4237         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4238         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4239         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4240         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4241         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4242         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4243         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4244 #endif
4245
4246 #if 0
4247         zNear = r_refdef.nearclip;
4248         nudge = 1.0 - 1.0 / (1<<23);
4249         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4250         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4251         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4252         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4253         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4254         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4255         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4256         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4257 #endif
4258
4259
4260
4261 #if 0
4262         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4263         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4264         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4265         r_refdef.view.frustum[0].dist = m[15] - m[12];
4266
4267         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4268         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4269         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4270         r_refdef.view.frustum[1].dist = m[15] + m[12];
4271
4272         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4273         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4274         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4275         r_refdef.view.frustum[2].dist = m[15] - m[13];
4276
4277         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4278         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4279         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4280         r_refdef.view.frustum[3].dist = m[15] + m[13];
4281
4282         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4283         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4284         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4285         r_refdef.view.frustum[4].dist = m[15] - m[14];
4286
4287         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4288         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4289         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4290         r_refdef.view.frustum[5].dist = m[15] + m[14];
4291 #endif
4292
4293         if (r_refdef.view.useperspective)
4294         {
4295                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4296                 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]);
4297                 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]);
4298                 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]);
4299                 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]);
4300
4301                 // then the normals from the corners relative to origin
4302                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4303                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4304                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4305                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4306
4307                 // in a NORMAL view, forward cross left == up
4308                 // in a REFLECTED view, forward cross left == down
4309                 // so our cross products above need to be adjusted for a left handed coordinate system
4310                 CrossProduct(forward, left, v);
4311                 if(DotProduct(v, up) < 0)
4312                 {
4313                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4314                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4315                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4316                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4317                 }
4318
4319                 // Leaving those out was a mistake, those were in the old code, and they
4320                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4321                 // I couldn't reproduce it after adding those normalizations. --blub
4322                 VectorNormalize(r_refdef.view.frustum[0].normal);
4323                 VectorNormalize(r_refdef.view.frustum[1].normal);
4324                 VectorNormalize(r_refdef.view.frustum[2].normal);
4325                 VectorNormalize(r_refdef.view.frustum[3].normal);
4326
4327                 // make the corners absolute
4328                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4329                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4330                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4331                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4332
4333                 // one more normal
4334                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4335
4336                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4337                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4338                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4339                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4340                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4341         }
4342         else
4343         {
4344                 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4345                 VectorScale(left,  1.0f, r_refdef.view.frustum[1].normal);
4346                 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4347                 VectorScale(up,  1.0f, r_refdef.view.frustum[3].normal);
4348                 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4349                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4350                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4351                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4352                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4353                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4354         }
4355         r_refdef.view.numfrustumplanes = 5;
4356
4357         if (r_refdef.view.useclipplane)
4358         {
4359                 r_refdef.view.numfrustumplanes = 6;
4360                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4361         }
4362
4363         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4364                 PlaneClassify(r_refdef.view.frustum + i);
4365
4366         // LordHavoc: note to all quake engine coders, Quake had a special case
4367         // for 90 degrees which assumed a square view (wrong), so I removed it,
4368         // Quake2 has it disabled as well.
4369
4370         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4371         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4372         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4373         //PlaneClassify(&frustum[0]);
4374
4375         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4376         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4377         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4378         //PlaneClassify(&frustum[1]);
4379
4380         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4381         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4382         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4383         //PlaneClassify(&frustum[2]);
4384
4385         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4386         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4387         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4388         //PlaneClassify(&frustum[3]);
4389
4390         // nearclip plane
4391         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4392         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4393         //PlaneClassify(&frustum[4]);
4394 }
4395
4396 static void R_View_UpdateWithScissor(const int *myscissor)
4397 {
4398         R_Main_ResizeViewCache();
4399         R_View_SetFrustum(myscissor);
4400         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4401         R_View_UpdateEntityVisible();
4402 }
4403
4404 static void R_View_Update(void)
4405 {
4406         R_Main_ResizeViewCache();
4407         R_View_SetFrustum(NULL);
4408         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4409         R_View_UpdateEntityVisible();
4410 }
4411
4412 float viewscalefpsadjusted = 1.0f;
4413
4414 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4415 {
4416         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4417         scale = bound(0.03125f, scale, 1.0f);
4418         *outwidth = (int)ceil(width * scale);
4419         *outheight = (int)ceil(height * scale);
4420 }
4421
4422 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4423 {
4424         const float *customclipplane = NULL;
4425         float plane[4];
4426         int /*rtwidth,*/ rtheight;
4427         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4428         {
4429                 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4430                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4431                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4432                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4433                         dist = r_refdef.view.clipplane.dist;
4434                 plane[0] = r_refdef.view.clipplane.normal[0];
4435                 plane[1] = r_refdef.view.clipplane.normal[1];
4436                 plane[2] = r_refdef.view.clipplane.normal[2];
4437                 plane[3] = -dist;
4438                 customclipplane = plane;
4439         }
4440
4441         //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4442         rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4443
4444         if (!r_refdef.view.useperspective)
4445                 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);
4446         else if (vid.stencil && r_useinfinitefarclip.integer)
4447                 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);
4448         else
4449                 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);
4450         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4451         R_SetViewport(&r_refdef.view.viewport);
4452 }
4453
4454 void R_EntityMatrix(const matrix4x4_t *matrix)
4455 {
4456         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4457         {
4458                 gl_modelmatrixchanged = false;
4459                 gl_modelmatrix = *matrix;
4460                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4461                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4462                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4463                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4464                 CHECKGLERROR
4465                 switch(vid.renderpath)
4466                 {
4467                 case RENDERPATH_GL32:
4468                 case RENDERPATH_GLES2:
4469                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4470                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4471                         break;
4472                 }
4473         }
4474 }
4475
4476 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4477 {
4478         r_viewport_t viewport;
4479
4480         CHECKGLERROR
4481
4482         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4483         R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4484         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4485         R_SetViewport(&viewport);
4486         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4487         GL_Color(1, 1, 1, 1);
4488         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4489         GL_BlendFunc(GL_ONE, GL_ZERO);
4490         GL_ScissorTest(false);
4491         GL_DepthMask(false);
4492         GL_DepthRange(0, 1);
4493         GL_DepthTest(false);
4494         GL_DepthFunc(GL_LEQUAL);
4495         R_EntityMatrix(&identitymatrix);
4496         R_Mesh_ResetTextureState();
4497         GL_PolygonOffset(0, 0);
4498         switch(vid.renderpath)
4499         {
4500         case RENDERPATH_GL32:
4501         case RENDERPATH_GLES2:
4502                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4503                 break;
4504         }
4505         GL_CullFace(GL_NONE);
4506
4507         CHECKGLERROR
4508 }
4509
4510 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4511 {
4512         R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4513 }
4514
4515 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4516 {
4517         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4518         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4519         GL_Color(1, 1, 1, 1);
4520         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4521         GL_BlendFunc(GL_ONE, GL_ZERO);
4522         GL_ScissorTest(true);
4523         GL_DepthMask(true);
4524         GL_DepthRange(0, 1);
4525         GL_DepthTest(true);
4526         GL_DepthFunc(GL_LEQUAL);
4527         R_EntityMatrix(&identitymatrix);
4528         R_Mesh_ResetTextureState();
4529         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4530         switch(vid.renderpath)
4531         {
4532         case RENDERPATH_GL32:
4533         case RENDERPATH_GLES2:
4534                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4535                 break;
4536         }
4537         GL_CullFace(r_refdef.view.cullface_back);
4538 }
4539
4540 /*
4541 ================
4542 R_RenderView_UpdateViewVectors
4543 ================
4544 */
4545 void R_RenderView_UpdateViewVectors(void)
4546 {
4547         // break apart the view matrix into vectors for various purposes
4548         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4549         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4550         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4551         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4552         // make an inverted copy of the view matrix for tracking sprites
4553         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4554 }
4555
4556 void R_RenderTarget_FreeUnused(qboolean force)
4557 {
4558         int i, j, end;
4559         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4560         for (i = 0; i < end; i++)
4561         {
4562                 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4563                 // free resources for rendertargets that have not been used for a while
4564                 // (note: this check is run after the frame render, so any targets used
4565                 // this frame will not be affected even at low framerates)
4566                 if (r && (realtime - r->lastusetime > 0.2 || force))
4567                 {
4568                         if (r->fbo)
4569                                 R_Mesh_DestroyFramebufferObject(r->fbo);
4570                         for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4571                                 if (r->colortexture[j])
4572                                         R_FreeTexture(r->colortexture[j]);
4573                         if (r->depthtexture)
4574                                 R_FreeTexture(r->depthtexture);
4575                         Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4576                 }
4577         }
4578 }
4579
4580 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4581 {
4582         float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4583         x1 = x * iw;
4584         x2 = (x + w) * iw;
4585         y1 = (th - y) * ih;
4586         y2 = (th - y - h) * ih;
4587         texcoord2f[0] = x1;
4588         texcoord2f[2] = x2;
4589         texcoord2f[4] = x2;
4590         texcoord2f[6] = x1;
4591         texcoord2f[1] = y1;
4592         texcoord2f[3] = y1;
4593         texcoord2f[5] = y2;
4594         texcoord2f[7] = y2;
4595 }
4596
4597 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)
4598 {
4599         int i, j, end;
4600         r_rendertarget_t *r = NULL;
4601         char vabuf[256];
4602         // first try to reuse an existing slot if possible
4603         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4604         for (i = 0; i < end; i++)
4605         {
4606                 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4607                 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)
4608                         break;
4609         }
4610         if (i == end)
4611         {
4612                 // no unused exact match found, so we have to make one in the first unused slot
4613                 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4614                 r->texturewidth = texturewidth;
4615                 r->textureheight = textureheight;
4616                 r->colortextype[0] = colortextype0;
4617                 r->colortextype[1] = colortextype1;
4618                 r->colortextype[2] = colortextype2;
4619                 r->colortextype[3] = colortextype3;
4620                 r->depthtextype = depthtextype;
4621                 r->depthisrenderbuffer = depthisrenderbuffer;
4622                 for (j = 0; j < 4; j++)
4623                         if (r->colortextype[j])
4624                                 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);
4625                 if (r->depthtextype)
4626                 {
4627                         if (r->depthisrenderbuffer)
4628                                 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);
4629                         else
4630                                 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);
4631                 }
4632                 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4633         }
4634         r_refdef.stats[r_stat_rendertargets_used]++;
4635         r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4636         r->lastusetime = realtime;
4637         R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4638         return r;
4639 }
4640
4641 static void R_Water_StartFrame(void)
4642 {
4643         int waterwidth, waterheight;
4644
4645         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4646                 return;
4647
4648         // set waterwidth and waterheight to the water resolution that will be
4649         // used (often less than the screen resolution for faster rendering)
4650         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4651         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4652         R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4653
4654         if (!r_water.integer || r_showsurfaces.integer)
4655                 waterwidth = waterheight = 0;
4656
4657         // set up variables that will be used in shader setup
4658         r_fb.water.waterwidth = waterwidth;
4659         r_fb.water.waterheight = waterheight;
4660         r_fb.water.texturewidth = waterwidth;
4661         r_fb.water.textureheight = waterheight;
4662         r_fb.water.camerawidth = waterwidth;
4663         r_fb.water.cameraheight = waterheight;
4664         r_fb.water.screenscale[0] = 0.5f;
4665         r_fb.water.screenscale[1] = 0.5f;
4666         r_fb.water.screencenter[0] = 0.5f;
4667         r_fb.water.screencenter[1] = 0.5f;
4668         r_fb.water.enabled = waterwidth != 0;
4669
4670         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4671         r_fb.water.numwaterplanes = 0;
4672 }
4673
4674 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4675 {
4676         int planeindex, bestplaneindex, vertexindex;
4677         vec3_t mins, maxs, normal, center, v, n;
4678         vec_t planescore, bestplanescore;
4679         mplane_t plane;
4680         r_waterstate_waterplane_t *p;
4681         texture_t *t = R_GetCurrentTexture(surface->texture);
4682
4683         rsurface.texture = t;
4684         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4685         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4686         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4687                 return;
4688         // average the vertex normals, find the surface bounds (after deformvertexes)
4689         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4690         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4691         VectorCopy(n, normal);
4692         VectorCopy(v, mins);
4693         VectorCopy(v, maxs);
4694         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4695         {
4696                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4697                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4698                 VectorAdd(normal, n, normal);
4699                 mins[0] = min(mins[0], v[0]);
4700                 mins[1] = min(mins[1], v[1]);
4701                 mins[2] = min(mins[2], v[2]);
4702                 maxs[0] = max(maxs[0], v[0]);
4703                 maxs[1] = max(maxs[1], v[1]);
4704                 maxs[2] = max(maxs[2], v[2]);
4705         }
4706         VectorNormalize(normal);
4707         VectorMAM(0.5f, mins, 0.5f, maxs, center);
4708
4709         VectorCopy(normal, plane.normal);
4710         VectorNormalize(plane.normal);
4711         plane.dist = DotProduct(center, plane.normal);
4712         PlaneClassify(&plane);
4713         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4714         {
4715                 // skip backfaces (except if nocullface is set)
4716 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4717 //                      return;
4718                 VectorNegate(plane.normal, plane.normal);
4719                 plane.dist *= -1;
4720                 PlaneClassify(&plane);
4721         }
4722
4723
4724         // find a matching plane if there is one
4725         bestplaneindex = -1;
4726         bestplanescore = 1048576.0f;
4727         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4728         {
4729                 if(p->camera_entity == t->camera_entity)
4730                 {
4731                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4732                         if (bestplaneindex < 0 || bestplanescore > planescore)
4733                         {
4734                                 bestplaneindex = planeindex;
4735                                 bestplanescore = planescore;
4736                         }
4737                 }
4738         }
4739         planeindex = bestplaneindex;
4740
4741         // if this surface does not fit any known plane rendered this frame, add one
4742         if (planeindex < 0 || bestplanescore > 0.001f)
4743         {
4744                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4745                 {
4746                         // store the new plane
4747                         planeindex = r_fb.water.numwaterplanes++;
4748                         p = r_fb.water.waterplanes + planeindex;
4749                         p->plane = plane;
4750                         // clear materialflags and pvs
4751                         p->materialflags = 0;
4752                         p->pvsvalid = false;
4753                         p->camera_entity = t->camera_entity;
4754                         VectorCopy(mins, p->mins);
4755                         VectorCopy(maxs, p->maxs);
4756                 }
4757                 else
4758                 {
4759                         // We're totally screwed.
4760                         return;
4761                 }
4762         }
4763         else
4764         {
4765                 // merge mins/maxs when we're adding this surface to the plane
4766                 p = r_fb.water.waterplanes + planeindex;
4767                 p->mins[0] = min(p->mins[0], mins[0]);
4768                 p->mins[1] = min(p->mins[1], mins[1]);
4769                 p->mins[2] = min(p->mins[2], mins[2]);
4770                 p->maxs[0] = max(p->maxs[0], maxs[0]);
4771                 p->maxs[1] = max(p->maxs[1], maxs[1]);
4772                 p->maxs[2] = max(p->maxs[2], maxs[2]);
4773         }
4774         // merge this surface's materialflags into the waterplane
4775         p->materialflags |= t->currentmaterialflags;
4776         if(!(p->materialflags & MATERIALFLAG_CAMERA))
4777         {
4778                 // merge this surface's PVS into the waterplane
4779                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4780                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4781                 {
4782                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4783                         p->pvsvalid = true;
4784                 }
4785         }
4786 }
4787
4788 extern cvar_t r_drawparticles;
4789 extern cvar_t r_drawdecals;
4790
4791 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4792 {
4793         int myscissor[4];
4794         r_refdef_view_t originalview;
4795         r_refdef_view_t myview;
4796         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;
4797         r_waterstate_waterplane_t *p;
4798         vec3_t visorigin;
4799         r_rendertarget_t *rt;
4800
4801         originalview = r_refdef.view;
4802
4803         // lowquality hack, temporarily shut down some cvars and restore afterwards
4804         qualityreduction = r_water_lowquality.integer;
4805         if (qualityreduction > 0)
4806         {
4807                 if (qualityreduction >= 1)
4808                 {
4809                         old_r_shadows = r_shadows.integer;
4810                         old_r_worldrtlight = r_shadow_realtime_world.integer;
4811                         old_r_dlight = r_shadow_realtime_dlight.integer;
4812                         Cvar_SetValueQuick(&r_shadows, 0);
4813                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4814                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4815                 }
4816                 if (qualityreduction >= 2)
4817                 {
4818                         old_r_dynamic = r_dynamic.integer;
4819                         old_r_particles = r_drawparticles.integer;
4820                         old_r_decals = r_drawdecals.integer;
4821                         Cvar_SetValueQuick(&r_dynamic, 0);
4822                         Cvar_SetValueQuick(&r_drawparticles, 0);
4823                         Cvar_SetValueQuick(&r_drawdecals, 0);
4824                 }
4825         }
4826
4827         for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4828         {
4829                 p->rt_reflection = NULL;
4830                 p->rt_refraction = NULL;
4831                 p->rt_camera = NULL;
4832         }
4833
4834         // render views
4835         r_refdef.view = originalview;
4836         r_refdef.view.showdebug = false;
4837         r_refdef.view.width = r_fb.water.waterwidth;
4838         r_refdef.view.height = r_fb.water.waterheight;
4839         r_refdef.view.useclipplane = true;
4840         myview = r_refdef.view;
4841         r_fb.water.renderingscene = true;
4842         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4843         {
4844                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4845                         continue;
4846
4847                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4848                 {
4849                         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);
4850                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4851                                 goto error;
4852                         r_refdef.view = myview;
4853                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4854                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4855                         if(r_water_scissormode.integer)
4856                         {
4857                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4858                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4859                                 {
4860                                         p->rt_reflection = NULL;
4861                                         p->rt_refraction = NULL;
4862                                         p->rt_camera = NULL;
4863                                         continue;
4864                                 }
4865                         }
4866
4867                         r_refdef.view.clipplane = p->plane;
4868                         // reflected view origin may be in solid, so don't cull with it
4869                         r_refdef.view.usevieworiginculling = false;
4870                         // reverse the cullface settings for this render
4871                         r_refdef.view.cullface_front = GL_FRONT;
4872                         r_refdef.view.cullface_back = GL_BACK;
4873                         // combined pvs (based on what can be seen from each surface center)
4874                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4875                         {
4876                                 r_refdef.view.usecustompvs = true;
4877                                 if (p->pvsvalid)
4878                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4879                                 else
4880                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4881                         }
4882
4883                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4884                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4885                         GL_ScissorTest(false);
4886                         R_ClearScreen(r_refdef.fogenabled);
4887                         GL_ScissorTest(true);
4888                         if(r_water_scissormode.integer & 2)
4889                                 R_View_UpdateWithScissor(myscissor);
4890                         else
4891                                 R_View_Update();
4892                         R_AnimCache_CacheVisibleEntities();
4893                         if(r_water_scissormode.integer & 1)
4894                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4895                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4896
4897                         r_fb.water.hideplayer = false;
4898                         p->rt_reflection = rt;
4899                 }
4900
4901                 // render the normal view scene and copy into texture
4902                 // (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)
4903                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4904                 {
4905                         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);
4906                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4907                                 goto error;
4908                         r_refdef.view = myview;
4909                         if(r_water_scissormode.integer)
4910                         {
4911                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4912                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4913                                 {
4914                                         p->rt_reflection = NULL;
4915                                         p->rt_refraction = NULL;
4916                                         p->rt_camera = NULL;
4917                                         continue;
4918                                 }
4919                         }
4920
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 >= 1) && !chase_active.integer);
4932
4933                         r_refdef.view.clipplane = p->plane;
4934                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4935                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4936
4937                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4938                         {
4939                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4940                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4941                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4942                                 R_RenderView_UpdateViewVectors();
4943                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4944                                 {
4945                                         r_refdef.view.usecustompvs = true;
4946                                         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);
4947                                 }
4948                         }
4949
4950                         PlaneClassify(&r_refdef.view.clipplane);
4951
4952                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4953                         GL_ScissorTest(false);
4954                         R_ClearScreen(r_refdef.fogenabled);
4955                         GL_ScissorTest(true);
4956                         if(r_water_scissormode.integer & 2)
4957                                 R_View_UpdateWithScissor(myscissor);
4958                         else
4959                                 R_View_Update();
4960                         R_AnimCache_CacheVisibleEntities();
4961                         if(r_water_scissormode.integer & 1)
4962                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4963                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4964
4965                         r_fb.water.hideplayer = false;
4966                         p->rt_refraction = rt;
4967                 }
4968                 else if (p->materialflags & MATERIALFLAG_CAMERA)
4969                 {
4970                         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);
4971                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4972                                 goto error;
4973                         r_refdef.view = myview;
4974
4975                         r_refdef.view.clipplane = p->plane;
4976                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4977                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4978
4979                         r_refdef.view.width = r_fb.water.camerawidth;
4980                         r_refdef.view.height = r_fb.water.cameraheight;
4981                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4982                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4983                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4984                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4985
4986                         if(p->camera_entity)
4987                         {
4988                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4989                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4990                         }
4991
4992                         // note: all of the view is used for displaying... so
4993                         // there is no use in scissoring
4994
4995                         // reverse the cullface settings for this render
4996                         r_refdef.view.cullface_front = GL_FRONT;
4997                         r_refdef.view.cullface_back = GL_BACK;
4998                         // also reverse the view matrix
4999                         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
5000                         R_RenderView_UpdateViewVectors();
5001                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5002                         {
5003                                 r_refdef.view.usecustompvs = true;
5004                                 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);
5005                         }
5006                         
5007                         // camera needs no clipplane
5008                         r_refdef.view.useclipplane = false;
5009                         // TODO: is the camera origin always valid?  if so we don't need to clear this
5010                         r_refdef.view.usevieworiginculling = false;
5011
5012                         PlaneClassify(&r_refdef.view.clipplane);
5013
5014                         r_fb.water.hideplayer = false;
5015
5016                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5017                         GL_ScissorTest(false);
5018                         R_ClearScreen(r_refdef.fogenabled);
5019                         GL_ScissorTest(true);
5020                         R_View_Update();
5021                         R_AnimCache_CacheVisibleEntities();
5022                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5023
5024                         r_fb.water.hideplayer = false;
5025                         p->rt_camera = rt;
5026                 }
5027
5028         }
5029         r_fb.water.renderingscene = false;
5030         r_refdef.view = originalview;
5031         R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5032         R_View_Update();
5033         R_AnimCache_CacheVisibleEntities();
5034         goto finish;
5035 error:
5036         r_refdef.view = originalview;
5037         r_fb.water.renderingscene = false;
5038         Cvar_SetValueQuick(&r_water, 0);
5039         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5040 finish:
5041         // lowquality hack, restore cvars
5042         if (qualityreduction > 0)
5043         {
5044                 if (qualityreduction >= 1)
5045                 {
5046                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5047                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5048                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5049                 }
5050                 if (qualityreduction >= 2)
5051                 {
5052                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5053                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5054                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5055                 }
5056         }
5057 }
5058
5059 static void R_Bloom_StartFrame(void)
5060 {
5061         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5062         int viewwidth, viewheight;
5063         textype_t textype = TEXTYPE_COLORBUFFER;
5064
5065         // clear the pointers to rendertargets from last frame as they're stale
5066         r_fb.rt_screen = NULL;
5067         r_fb.rt_bloom = NULL;
5068
5069         switch (vid.renderpath)
5070         {
5071         case RENDERPATH_GL32:
5072                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5073                 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5074                 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5075                 break;
5076         case RENDERPATH_GLES2:
5077                 r_fb.usedepthtextures = false;
5078                 break;
5079         }
5080
5081         if (r_viewscale_fpsscaling.integer)
5082         {
5083                 double actualframetime;
5084                 double targetframetime;
5085                 double adjust;
5086                 actualframetime = r_refdef.lastdrawscreentime;
5087                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5088                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5089                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5090                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5091                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5092                 viewscalefpsadjusted += adjust;
5093                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5094         }
5095         else
5096                 viewscalefpsadjusted = 1.0f;
5097
5098         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5099
5100         // set bloomwidth and bloomheight to the bloom resolution that will be
5101         // used (often less than the screen resolution for faster rendering)
5102         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5103         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5104         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5105         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5106         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5107
5108         // calculate desired texture sizes
5109         screentexturewidth = viewwidth;
5110         screentextureheight = viewheight;
5111         bloomtexturewidth = r_fb.bloomwidth;
5112         bloomtextureheight = r_fb.bloomheight;
5113
5114         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))
5115         {
5116                 Cvar_SetValueQuick(&r_bloom, 0);
5117                 Cvar_SetValueQuick(&r_motionblur, 0);
5118                 Cvar_SetValueQuick(&r_damageblur, 0);
5119         }
5120
5121         // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5122         if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5123         {
5124                 if (r_fb.ghosttexture)
5125                         R_FreeTexture(r_fb.ghosttexture);
5126                 r_fb.ghosttexture = NULL;
5127
5128                 r_fb.screentexturewidth = screentexturewidth;
5129                 r_fb.screentextureheight = screentextureheight;
5130                 r_fb.textype = textype;
5131
5132                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5133                 {
5134                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
5135                                 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);
5136                         r_fb.ghosttexture_valid = false;
5137                 }
5138         }
5139
5140         if (r_bloom.integer)
5141         {
5142                 // bloom texture is a different resolution
5143                 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5144                 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5145                 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5146         }
5147         else
5148                 r_fb.bloomwidth = r_fb.bloomheight = 0;
5149
5150         r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5151
5152         r_refdef.view.clear = true;
5153 }
5154
5155 static void R_Bloom_MakeTexture(void)
5156 {
5157         int x, range, dir;
5158         float xoffset, yoffset, r, brighten;
5159         float colorscale = r_bloom_colorscale.value;
5160         r_viewport_t bloomviewport;
5161         r_rendertarget_t *prev, *cur;
5162         textype_t textype = r_fb.rt_screen->colortextype[0];
5163
5164         r_refdef.stats[r_stat_bloom]++;
5165
5166         R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5167
5168         // scale down screen texture to the bloom texture size
5169         CHECKGLERROR
5170         prev = r_fb.rt_screen;
5171         cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5172         R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5173         R_SetViewport(&bloomviewport);
5174         GL_CullFace(GL_NONE);
5175         GL_DepthTest(false);
5176         GL_BlendFunc(GL_ONE, GL_ZERO);
5177         GL_Color(colorscale, colorscale, colorscale, 1);
5178         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5179         // TODO: do boxfilter scale-down in shader?
5180         R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5181         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5182         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5183         // we now have a properly scaled bloom image
5184
5185         // multiply bloom image by itself as many times as desired to darken it
5186         // TODO: if people actually use this it could be done more quickly in the previous shader pass
5187         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5188         {
5189                 prev = cur;
5190                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5191                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5192                 x *= 2;
5193                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5194                 if(x <= 2)
5195                         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5196                 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5197                 GL_Color(1,1,1,1); // no fix factor supported here
5198                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5199                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5200                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5201                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5202         }
5203         CHECKGLERROR
5204
5205         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5206         brighten = r_bloom_brighten.value;
5207         brighten = sqrt(brighten);
5208         if(range >= 1)
5209                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5210
5211         for (dir = 0;dir < 2;dir++)
5212         {
5213                 prev = cur;
5214                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5215                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5216                 // blend on at multiple vertical offsets to achieve a vertical blur
5217                 // TODO: do offset blends using GLSL
5218                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5219                 CHECKGLERROR
5220                 GL_BlendFunc(GL_ONE, GL_ZERO);
5221                 CHECKGLERROR
5222                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5223                 CHECKGLERROR
5224                 for (x = -range;x <= range;x++)
5225                 {
5226                         if (!dir){xoffset = 0;yoffset = x;}
5227                         else {xoffset = x;yoffset = 0;}
5228                         xoffset /= (float)prev->texturewidth;
5229                         yoffset /= (float)prev->textureheight;
5230                         // compute a texcoord array with the specified x and y offset
5231                         r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5232                         r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5233                         r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5234                         r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5235                         r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5236                         r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5237                         r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5238                         r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5239                         // this r value looks like a 'dot' particle, fading sharply to
5240                         // black at the edges
5241                         // (probably not realistic but looks good enough)
5242                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5243                         //r = brighten/(range*2+1);
5244                         r = brighten / (range * 2 + 1);
5245                         if(range >= 1)
5246                                 r *= (1 - x*x/(float)((range+1)*(range+1)));
5247                         if (r <= 0)
5248                                 continue;
5249                         CHECKGLERROR
5250                         GL_Color(r, r, r, 1);
5251                         CHECKGLERROR
5252                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5253                         CHECKGLERROR
5254                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5255                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5256                         CHECKGLERROR
5257                         GL_BlendFunc(GL_ONE, GL_ONE);
5258                         CHECKGLERROR
5259                 }
5260         }
5261
5262         // now we have the bloom image, so keep track of it
5263         r_fb.rt_bloom = cur;
5264 }
5265
5266 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5267 {
5268         dpuint64 permutation;
5269         float uservecs[4][4];
5270         rtexture_t *viewtexture;
5271         rtexture_t *bloomtexture;
5272
5273         R_EntityMatrix(&identitymatrix);
5274
5275         if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5276         {
5277                 // declare variables
5278                 float blur_factor, blur_mouseaccel, blur_velocity;
5279                 static float blur_average; 
5280                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5281
5282                 // set a goal for the factoring
5283                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
5284                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5285                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
5286                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5287                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
5288                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
5289
5290                 // from the goal, pick an averaged value between goal and last value
5291                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5292                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5293
5294                 // enforce minimum amount of blur 
5295                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5296
5297                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5298
5299                 // calculate values into a standard alpha
5300                 cl.motionbluralpha = 1 - exp(-
5301                                 (
5302                                         (r_motionblur.value * blur_factor / 80)
5303                                         +
5304                                         (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5305                                 )
5306                                 /
5307                                 max(0.0001, cl.time - cl.oldtime) // fps independent
5308                                 );
5309
5310                 // randomization for the blur value to combat persistent ghosting
5311                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5312                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5313
5314                 // apply the blur
5315                 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5316                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5317                 {
5318                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5319                         GL_Color(1, 1, 1, cl.motionbluralpha);
5320                         R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5321                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5322                         R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5323                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5324                         r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5325                 }
5326
5327                 // updates old view angles for next pass
5328                 VectorCopy(cl.viewangles, blur_oldangles);
5329
5330                 // copy view into the ghost texture
5331                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5332                 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5333                 r_fb.ghosttexture_valid = true;
5334         }
5335
5336         if (r_fb.bloomwidth)
5337         {
5338                 // make the bloom texture
5339                 R_Bloom_MakeTexture();
5340         }
5341
5342 #if _MSC_VER >= 1400
5343 #define sscanf sscanf_s
5344 #endif
5345         memset(uservecs, 0, sizeof(uservecs));
5346         if (r_glsl_postprocess_uservec1_enable.integer)
5347                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5348         if (r_glsl_postprocess_uservec2_enable.integer)
5349                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5350         if (r_glsl_postprocess_uservec3_enable.integer)
5351                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5352         if (r_glsl_postprocess_uservec4_enable.integer)
5353                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5354
5355         // render to the screen fbo
5356         R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5357         GL_Color(1, 1, 1, 1);
5358         GL_BlendFunc(GL_ONE, GL_ZERO);
5359
5360         viewtexture = r_fb.rt_screen->colortexture[0];
5361         bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5362
5363         if (r_rendertarget_debug.integer >= 0)
5364         {
5365                 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5366                 if (rt && rt->colortexture[0])
5367                 {
5368                         viewtexture = rt->colortexture[0];
5369                         bloomtexture = NULL;
5370                 }
5371         }
5372
5373         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5374         switch(vid.renderpath)
5375         {
5376         case RENDERPATH_GL32:
5377         case RENDERPATH_GLES2:
5378                 permutation =
5379                         (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5380                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5381                         | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5382                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5383                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5384                 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5385                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , viewtexture);
5386                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , bloomtexture);
5387                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
5388                 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]);
5389                 if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5390                 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]);
5391                 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]);
5392                 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]);
5393                 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]);
5394                 if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
5395                 if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5396                 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);
5397                 break;
5398         }
5399         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5400         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5401 }
5402
5403 matrix4x4_t r_waterscrollmatrix;
5404
5405 void R_UpdateFog(void)
5406 {
5407         // Nehahra fog
5408         if (gamemode == GAME_NEHAHRA)
5409         {
5410                 if (gl_fogenable.integer)
5411                 {
5412                         r_refdef.oldgl_fogenable = true;
5413                         r_refdef.fog_density = gl_fogdensity.value;
5414                         r_refdef.fog_red = gl_fogred.value;
5415                         r_refdef.fog_green = gl_foggreen.value;
5416                         r_refdef.fog_blue = gl_fogblue.value;
5417                         r_refdef.fog_alpha = 1;
5418                         r_refdef.fog_start = 0;
5419                         r_refdef.fog_end = gl_skyclip.value;
5420                         r_refdef.fog_height = 1<<30;
5421                         r_refdef.fog_fadedepth = 128;
5422                 }
5423                 else if (r_refdef.oldgl_fogenable)
5424                 {
5425                         r_refdef.oldgl_fogenable = false;
5426                         r_refdef.fog_density = 0;
5427                         r_refdef.fog_red = 0;
5428                         r_refdef.fog_green = 0;
5429                         r_refdef.fog_blue = 0;
5430                         r_refdef.fog_alpha = 0;
5431                         r_refdef.fog_start = 0;
5432                         r_refdef.fog_end = 0;
5433                         r_refdef.fog_height = 1<<30;
5434                         r_refdef.fog_fadedepth = 128;
5435                 }
5436         }
5437
5438         // fog parms
5439         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5440         r_refdef.fog_start = max(0, r_refdef.fog_start);
5441         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5442
5443         if (r_refdef.fog_density && r_drawfog.integer)
5444         {
5445                 r_refdef.fogenabled = true;
5446                 // this is the point where the fog reaches 0.9986 alpha, which we
5447                 // consider a good enough cutoff point for the texture
5448                 // (0.9986 * 256 == 255.6)
5449                 if (r_fog_exp2.integer)
5450                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5451                 else
5452                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5453                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5454                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5455                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5456                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5457                         R_BuildFogHeightTexture();
5458                 // fog color was already set
5459                 // update the fog texture
5460                 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)
5461                         R_BuildFogTexture();
5462                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5463                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5464         }
5465         else
5466                 r_refdef.fogenabled = false;
5467
5468         // fog color
5469         if (r_refdef.fog_density)
5470         {
5471                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5472                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5473                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5474
5475                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5476                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5477                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5478                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5479
5480                 {
5481                         vec3_t fogvec;
5482                         VectorCopy(r_refdef.fogcolor, fogvec);
5483                         //   color.rgb *= ContrastBoost * SceneBrightness;
5484                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5485                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5486                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5487                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5488                 }
5489         }
5490 }
5491
5492 void R_UpdateVariables(void)
5493 {
5494         R_Textures_Frame();
5495
5496         r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5497
5498         r_refdef.farclip = r_farclip_base.value;
5499         if (r_refdef.scene.worldmodel)
5500                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5501         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5502
5503         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5504                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5505         r_refdef.polygonfactor = 0;
5506         r_refdef.polygonoffset = 0;
5507
5508         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5509         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5510         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5511         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5512         r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5513         if (FAKELIGHT_ENABLED)
5514         {
5515                 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5516         }
5517         else if (r_refdef.scene.worldmodel)
5518         {
5519                 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5520         }
5521         if (r_showsurfaces.integer)
5522         {
5523                 r_refdef.scene.rtworld = false;
5524                 r_refdef.scene.rtworldshadows = false;
5525                 r_refdef.scene.rtdlight = false;
5526                 r_refdef.scene.rtdlightshadows = false;
5527                 r_refdef.scene.lightmapintensity = 0;
5528         }
5529
5530         r_gpuskeletal = false;
5531         switch(vid.renderpath)
5532         {
5533         case RENDERPATH_GL32:
5534                 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5535         case RENDERPATH_GLES2:
5536                 if(!vid_gammatables_trivial)
5537                 {
5538                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5539                         {
5540                                 // build GLSL gamma texture
5541 #define RAMPWIDTH 256
5542                                 unsigned short ramp[RAMPWIDTH * 3];
5543                                 unsigned char rampbgr[RAMPWIDTH][4];
5544                                 int i;
5545
5546                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5547
5548                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5549                                 for(i = 0; i < RAMPWIDTH; ++i)
5550                                 {
5551                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5552                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5553                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5554                                         rampbgr[i][3] = 0;
5555                                 }
5556                                 if (r_texture_gammaramps)
5557                                 {
5558                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5559                                 }
5560                                 else
5561                                 {
5562                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5563                                 }
5564                         }
5565                 }
5566                 else
5567                 {
5568                         // remove GLSL gamma texture
5569                 }
5570                 break;
5571         }
5572 }
5573
5574 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5575 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5576 /*
5577 ================
5578 R_SelectScene
5579 ================
5580 */
5581 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5582         if( scenetype != r_currentscenetype ) {
5583                 // store the old scenetype
5584                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5585                 r_currentscenetype = scenetype;
5586                 // move in the new scene
5587                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5588         }
5589 }
5590
5591 /*
5592 ================
5593 R_GetScenePointer
5594 ================
5595 */
5596 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5597 {
5598         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5599         if( scenetype == r_currentscenetype ) {
5600                 return &r_refdef.scene;
5601         } else {
5602                 return &r_scenes_store[ scenetype ];
5603         }
5604 }
5605
5606 static int R_SortEntities_Compare(const void *ap, const void *bp)
5607 {
5608         const entity_render_t *a = *(const entity_render_t **)ap;
5609         const entity_render_t *b = *(const entity_render_t **)bp;
5610
5611         // 1. compare model
5612         if(a->model < b->model)
5613                 return -1;
5614         if(a->model > b->model)
5615                 return +1;
5616
5617         // 2. compare skin
5618         // TODO possibly calculate the REAL skinnum here first using
5619         // skinscenes?
5620         if(a->skinnum < b->skinnum)
5621                 return -1;
5622         if(a->skinnum > b->skinnum)
5623                 return +1;
5624
5625         // everything we compared is equal
5626         return 0;
5627 }
5628 static void R_SortEntities(void)
5629 {
5630         // below or equal 2 ents, sorting never gains anything
5631         if(r_refdef.scene.numentities <= 2)
5632                 return;
5633         // sort
5634         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5635 }
5636
5637 /*
5638 ================
5639 R_RenderView
5640 ================
5641 */
5642 extern cvar_t r_shadow_bouncegrid;
5643 extern cvar_t v_isometric;
5644 extern void V_MakeViewIsometric(void);
5645 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5646 {
5647         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5648         int viewfbo = 0;
5649         rtexture_t *viewdepthtexture = NULL;
5650         rtexture_t *viewcolortexture = NULL;
5651         int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5652
5653         // finish any 2D rendering that was queued
5654         DrawQ_Finish();
5655
5656         if (r_timereport_active)
5657                 R_TimeReport("start");
5658         r_textureframe++; // used only by R_GetCurrentTexture
5659         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5660
5661         if(R_CompileShader_CheckStaticParms())
5662                 R_GLSL_Restart_f();
5663
5664         if (!r_drawentities.integer)
5665                 r_refdef.scene.numentities = 0;
5666         else if (r_sortentities.integer)
5667                 R_SortEntities();
5668
5669         R_AnimCache_ClearCache();
5670
5671         /* adjust for stereo display */
5672         if(R_Stereo_Active())
5673         {
5674                 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);
5675                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5676         }
5677
5678         if (r_refdef.view.isoverlay)
5679         {
5680                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5681                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5682                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5683                 R_TimeReport("depthclear");
5684
5685                 r_refdef.view.showdebug = false;
5686
5687                 r_fb.water.enabled = false;
5688                 r_fb.water.numwaterplanes = 0;
5689
5690                 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5691
5692                 r_refdef.view.matrix = originalmatrix;
5693
5694                 CHECKGLERROR
5695                 return;
5696         }
5697
5698         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5699         {
5700                 r_refdef.view.matrix = originalmatrix;
5701                 return;
5702         }
5703
5704         r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5705         if (v_isometric.integer && r_refdef.view.ismain)
5706                 V_MakeViewIsometric();
5707
5708         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5709
5710         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5711                 // in sRGB fallback, behave similar to true sRGB: convert this
5712                 // value from linear to sRGB
5713                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5714
5715         R_RenderView_UpdateViewVectors();
5716
5717         R_Shadow_UpdateWorldLightSelection();
5718
5719         // this will set up r_fb.rt_screen
5720         R_Bloom_StartFrame();
5721
5722         // apply bloom brightness offset
5723         if(r_fb.rt_bloom)
5724                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5725
5726         // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5727         if (r_fb.rt_screen)
5728         {
5729                 viewfbo = r_fb.rt_screen->fbo;
5730                 viewdepthtexture = r_fb.rt_screen->depthtexture;
5731                 viewcolortexture = r_fb.rt_screen->colortexture[0];
5732                 viewx = 0;
5733                 viewy = 0;
5734                 viewwidth = width;
5735                 viewheight = height;
5736         }
5737
5738         R_Water_StartFrame();
5739
5740         CHECKGLERROR
5741         if (r_timereport_active)
5742                 R_TimeReport("viewsetup");
5743
5744         R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5745
5746         // clear the whole fbo every frame - otherwise the driver will consider
5747         // it to be an inter-frame texture and stall in multi-gpu configurations
5748         if (r_fb.rt_screen)
5749                 GL_ScissorTest(false);
5750         R_ClearScreen(r_refdef.fogenabled);
5751         if (r_timereport_active)
5752                 R_TimeReport("viewclear");
5753
5754         r_refdef.view.clear = true;
5755
5756         r_refdef.view.showdebug = true;
5757
5758         R_View_Update();
5759         if (r_timereport_active)
5760                 R_TimeReport("visibility");
5761
5762         R_AnimCache_CacheVisibleEntities();
5763         if (r_timereport_active)
5764                 R_TimeReport("animcache");
5765
5766         R_Shadow_UpdateBounceGridTexture();
5767         if (r_timereport_active && r_shadow_bouncegrid.integer)
5768                 R_TimeReport("bouncegrid");
5769
5770         r_fb.water.numwaterplanes = 0;
5771         if (r_fb.water.enabled)
5772                 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5773
5774         // for the actual view render we use scissoring a fair amount, so scissor
5775         // test needs to be on
5776         if (r_fb.rt_screen)
5777                 GL_ScissorTest(true);
5778         GL_Scissor(viewx, viewy, viewwidth, viewheight);
5779         R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5780         r_fb.water.numwaterplanes = 0;
5781
5782         // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5783         GL_ScissorTest(false);
5784
5785         R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5786         if (r_timereport_active)
5787                 R_TimeReport("blendview");
5788
5789         r_refdef.view.matrix = originalmatrix;
5790
5791         CHECKGLERROR
5792
5793         // go back to 2d rendering
5794         DrawQ_Start();
5795 }
5796
5797 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5798 {
5799         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5800         {
5801                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5802                 if (r_timereport_active)
5803                         R_TimeReport("waterworld");
5804         }
5805
5806         // don't let sound skip if going slow
5807         if (r_refdef.scene.extraupdate)
5808                 S_ExtraUpdate ();
5809
5810         R_DrawModelsAddWaterPlanes();
5811         if (r_timereport_active)
5812                 R_TimeReport("watermodels");
5813
5814         if (r_fb.water.numwaterplanes)
5815         {
5816                 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5817                 if (r_timereport_active)
5818                         R_TimeReport("waterscenes");
5819         }
5820 }
5821
5822 extern cvar_t cl_locs_show;
5823 static void R_DrawLocs(void);
5824 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5825 static void R_DrawModelDecals(void);
5826 extern cvar_t cl_decals_newsystem;
5827 extern qboolean r_shadow_usingdeferredprepass;
5828 extern int r_shadow_shadowmapatlas_modelshadows_size;
5829 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5830 {
5831         qboolean shadowmapping = false;
5832
5833         if (r_timereport_active)
5834                 R_TimeReport("beginscene");
5835
5836         r_refdef.stats[r_stat_renders]++;
5837
5838         R_UpdateFog();
5839
5840         // don't let sound skip if going slow
5841         if (r_refdef.scene.extraupdate)
5842                 S_ExtraUpdate ();
5843
5844         R_MeshQueue_BeginScene();
5845
5846         R_SkyStartFrame();
5847
5848         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);
5849
5850         if (r_timereport_active)
5851                 R_TimeReport("skystartframe");
5852
5853         if (cl.csqc_vidvars.drawworld)
5854         {
5855                 // don't let sound skip if going slow
5856                 if (r_refdef.scene.extraupdate)
5857                         S_ExtraUpdate ();
5858
5859                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5860                 {
5861                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5862                         if (r_timereport_active)
5863                                 R_TimeReport("worldsky");
5864                 }
5865
5866                 if (R_DrawBrushModelsSky() && r_timereport_active)
5867                         R_TimeReport("bmodelsky");
5868
5869                 if (skyrendermasked && skyrenderlater)
5870                 {
5871                         // we have to force off the water clipping plane while rendering sky
5872                         R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5873                         R_Sky();
5874                         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5875                         if (r_timereport_active)
5876                                 R_TimeReport("sky");
5877                 }
5878         }
5879
5880         // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5881         r_shadow_viewfbo = viewfbo;
5882         r_shadow_viewdepthtexture = viewdepthtexture;
5883         r_shadow_viewcolortexture = viewcolortexture;
5884         r_shadow_viewx = viewx;
5885         r_shadow_viewy = viewy;
5886         r_shadow_viewwidth = viewwidth;
5887         r_shadow_viewheight = viewheight;
5888
5889         R_Shadow_PrepareModelShadows();
5890         R_Shadow_PrepareLights();
5891         if (r_timereport_active)
5892                 R_TimeReport("preparelights");
5893
5894         // render all the shadowmaps that will be used for this view
5895         shadowmapping = R_Shadow_ShadowMappingEnabled();
5896         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5897         {
5898                 R_Shadow_DrawShadowMaps();
5899                 if (r_timereport_active)
5900                         R_TimeReport("shadowmaps");
5901         }
5902
5903         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5904         if (r_shadow_usingdeferredprepass)
5905                 R_Shadow_DrawPrepass();
5906
5907         // now we begin the forward pass of the view render
5908         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5909         {
5910                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5911                 if (r_timereport_active)
5912                         R_TimeReport("worlddepth");
5913         }
5914         if (r_depthfirst.integer >= 2)
5915         {
5916                 R_DrawModelsDepth();
5917                 if (r_timereport_active)
5918                         R_TimeReport("modeldepth");
5919         }
5920
5921         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5922         {
5923                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5924                 if (r_timereport_active)
5925                         R_TimeReport("world");
5926         }
5927
5928         // don't let sound skip if going slow
5929         if (r_refdef.scene.extraupdate)
5930                 S_ExtraUpdate ();
5931
5932         R_DrawModels();
5933         if (r_timereport_active)
5934                 R_TimeReport("models");
5935
5936         // don't let sound skip if going slow
5937         if (r_refdef.scene.extraupdate)
5938                 S_ExtraUpdate ();
5939
5940         if (!r_shadow_usingdeferredprepass)
5941         {
5942                 R_Shadow_DrawLights();
5943                 if (r_timereport_active)
5944                         R_TimeReport("rtlights");
5945         }
5946
5947         // don't let sound skip if going slow
5948         if (r_refdef.scene.extraupdate)
5949                 S_ExtraUpdate ();
5950
5951         if (cl.csqc_vidvars.drawworld)
5952         {
5953                 if (cl_decals_newsystem.integer)
5954                 {
5955                         R_DrawModelDecals();
5956                         if (r_timereport_active)
5957                                 R_TimeReport("modeldecals");
5958                 }
5959                 else
5960                 {
5961                         R_DrawDecals();
5962                         if (r_timereport_active)
5963                                 R_TimeReport("decals");
5964                 }
5965
5966                 R_DrawParticles();
5967                 if (r_timereport_active)
5968                         R_TimeReport("particles");
5969
5970                 R_DrawExplosions();
5971                 if (r_timereport_active)
5972                         R_TimeReport("explosions");
5973         }
5974
5975         if (r_refdef.view.showdebug)
5976         {
5977                 if (cl_locs_show.integer)
5978                 {
5979                         R_DrawLocs();
5980                         if (r_timereport_active)
5981                                 R_TimeReport("showlocs");
5982                 }
5983
5984                 if (r_drawportals.integer)
5985                 {
5986                         R_DrawPortals();
5987                         if (r_timereport_active)
5988                                 R_TimeReport("portals");
5989                 }
5990
5991                 if (r_showbboxes_client.value > 0)
5992                 {
5993                         R_DrawEntityBBoxes(CLVM_prog);
5994                         if (r_timereport_active)
5995                                 R_TimeReport("clbboxes");
5996                 }
5997                 if (r_showbboxes.value > 0)
5998                 {
5999                         R_DrawEntityBBoxes(SVVM_prog);
6000                         if (r_timereport_active)
6001                                 R_TimeReport("svbboxes");
6002                 }
6003         }
6004
6005         if (r_transparent.integer)
6006         {
6007                 R_MeshQueue_RenderTransparent();
6008                 if (r_timereport_active)
6009                         R_TimeReport("drawtrans");
6010         }
6011
6012         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))
6013         {
6014                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6015                 if (r_timereport_active)
6016                         R_TimeReport("worlddebug");
6017                 R_DrawModelsDebug();
6018                 if (r_timereport_active)
6019                         R_TimeReport("modeldebug");
6020         }
6021
6022         if (cl.csqc_vidvars.drawworld)
6023         {
6024                 R_Shadow_DrawCoronas();
6025                 if (r_timereport_active)
6026                         R_TimeReport("coronas");
6027         }
6028
6029         // don't let sound skip if going slow
6030         if (r_refdef.scene.extraupdate)
6031                 S_ExtraUpdate ();
6032 }
6033
6034 static const unsigned short bboxelements[36] =
6035 {
6036         5, 1, 3, 5, 3, 7,
6037         6, 2, 0, 6, 0, 4,
6038         7, 3, 2, 7, 2, 6,
6039         4, 0, 1, 4, 1, 5,
6040         4, 5, 7, 4, 7, 6,
6041         1, 0, 2, 1, 2, 3,
6042 };
6043
6044 #define BBOXEDGES 13
6045 static const float bboxedges[BBOXEDGES][6] = 
6046 {
6047         // whole box
6048         { 0, 0, 0, 1, 1, 1 },
6049         // bottom edges
6050         { 0, 0, 0, 0, 1, 0 },
6051         { 0, 0, 0, 1, 0, 0 },
6052         { 0, 1, 0, 1, 1, 0 },
6053         { 1, 0, 0, 1, 1, 0 },
6054         // top edges
6055         { 0, 0, 1, 0, 1, 1 },
6056         { 0, 0, 1, 1, 0, 1 },
6057         { 0, 1, 1, 1, 1, 1 },
6058         { 1, 0, 1, 1, 1, 1 },
6059         // vertical edges
6060         { 0, 0, 0, 0, 0, 1 },
6061         { 1, 0, 0, 1, 0, 1 },
6062         { 0, 1, 0, 0, 1, 1 },
6063         { 1, 1, 0, 1, 1, 1 },
6064 };
6065
6066 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6067 {
6068         int numvertices = BBOXEDGES * 8;
6069         float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6070         int numtriangles = BBOXEDGES * 12;
6071         unsigned short elements[BBOXEDGES * 36];
6072         int i, edge;
6073         float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6074
6075         RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6076
6077         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6078         GL_DepthMask(false);
6079         GL_DepthRange(0, 1);
6080         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6081
6082         for (edge = 0; edge < BBOXEDGES; edge++)
6083         {
6084                 for (i = 0; i < 3; i++)
6085                 {
6086                         edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6087                         edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6088                 }
6089                 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6090                 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6091                 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6092                 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6093                 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6094                 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6095                 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6096                 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6097                 for (i = 0; i < 36; i++)
6098                         elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6099         }
6100         R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6101         if (r_refdef.fogenabled)
6102         {
6103                 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6104                 {
6105                         f1 = RSurf_FogVertex(v);
6106                         f2 = 1 - f1;
6107                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6108                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6109                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6110                 }
6111         }
6112         R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6113         R_Mesh_ResetTextureState();
6114         R_SetupShader_Generic_NoTexture(false, false);
6115         R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6116 }
6117
6118 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6119 {
6120         // hacky overloading of the parameters
6121         prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6122         int i;
6123         float color[4];
6124         prvm_edict_t *edict;
6125
6126         GL_CullFace(GL_NONE);
6127         R_SetupShader_Generic_NoTexture(false, false);
6128
6129         for (i = 0;i < numsurfaces;i++)
6130         {
6131                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6132                 switch ((int)PRVM_serveredictfloat(edict, solid))
6133                 {
6134                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6135                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6136                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6137                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6138                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6139                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
6140                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6141                 }
6142                 if (prog == CLVM_prog)
6143                         color[3] *= r_showbboxes_client.value;
6144                 else
6145                         color[3] *= r_showbboxes.value;
6146                 color[3] = bound(0, color[3], 1);
6147                 GL_DepthTest(!r_showdisabledepthtest.integer);
6148                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6149         }
6150 }
6151
6152 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6153 {
6154         int i;
6155         prvm_edict_t *edict;
6156         vec3_t center;
6157
6158         if (prog == NULL)
6159                 return;
6160
6161         for (i = 0; i < prog->num_edicts; i++)
6162         {
6163                 edict = PRVM_EDICT_NUM(i);
6164                 if (edict->priv.server->free)
6165                         continue;
6166                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6167                 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6168                         continue;
6169                 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6170                         continue;
6171                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6172                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6173         }
6174 }
6175
6176 static const int nomodelelement3i[24] =
6177 {
6178         5, 2, 0,
6179         5, 1, 2,
6180         5, 0, 3,
6181         5, 3, 1,
6182         0, 2, 4,
6183         2, 1, 4,
6184         3, 0, 4,
6185         1, 3, 4
6186 };
6187
6188 static const unsigned short nomodelelement3s[24] =
6189 {
6190         5, 2, 0,
6191         5, 1, 2,
6192         5, 0, 3,
6193         5, 3, 1,
6194         0, 2, 4,
6195         2, 1, 4,
6196         3, 0, 4,
6197         1, 3, 4
6198 };
6199
6200 static const float nomodelvertex3f[6*3] =
6201 {
6202         -16,   0,   0,
6203          16,   0,   0,
6204           0, -16,   0,
6205           0,  16,   0,
6206           0,   0, -16,
6207           0,   0,  16
6208 };
6209
6210 static const float nomodelcolor4f[6*4] =
6211 {
6212         0.0f, 0.0f, 0.5f, 1.0f,
6213         0.0f, 0.0f, 0.5f, 1.0f,
6214         0.0f, 0.5f, 0.0f, 1.0f,
6215         0.0f, 0.5f, 0.0f, 1.0f,
6216         0.5f, 0.0f, 0.0f, 1.0f,
6217         0.5f, 0.0f, 0.0f, 1.0f
6218 };
6219
6220 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6221 {
6222         int i;
6223         float f1, f2, *c;
6224         float color4f[6*4];
6225
6226         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);
6227
6228         // this is only called once per entity so numsurfaces is always 1, and
6229         // surfacelist is always {0}, so this code does not handle batches
6230
6231         if (rsurface.ent_flags & RENDER_ADDITIVE)
6232         {
6233                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6234                 GL_DepthMask(false);
6235         }
6236         else if (ent->alpha < 1)
6237         {
6238                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6239                 GL_DepthMask(false);
6240         }
6241         else
6242         {
6243                 GL_BlendFunc(GL_ONE, GL_ZERO);
6244                 GL_DepthMask(true);
6245         }
6246         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6247         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6248         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6249         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6250         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6251         for (i = 0, c = color4f;i < 6;i++, c += 4)
6252         {
6253                 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6254                 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6255                 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6256                 c[3] *= ent->alpha;
6257         }
6258         if (r_refdef.fogenabled)
6259         {
6260                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6261                 {
6262                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6263                         f2 = 1 - f1;
6264                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6265                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6266                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6267                 }
6268         }
6269 //      R_Mesh_ResetTextureState();
6270         R_SetupShader_Generic_NoTexture(false, false);
6271         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6272         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6273 }
6274
6275 void R_DrawNoModel(entity_render_t *ent)
6276 {
6277         vec3_t org;
6278         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6279         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6280                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6281         else
6282                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6283 }
6284
6285 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6286 {
6287         vec3_t right1, right2, diff, normal;
6288
6289         VectorSubtract (org2, org1, normal);
6290
6291         // calculate 'right' vector for start
6292         VectorSubtract (r_refdef.view.origin, org1, diff);
6293         CrossProduct (normal, diff, right1);
6294         VectorNormalize (right1);
6295
6296         // calculate 'right' vector for end
6297         VectorSubtract (r_refdef.view.origin, org2, diff);
6298         CrossProduct (normal, diff, right2);
6299         VectorNormalize (right2);
6300
6301         vert[ 0] = org1[0] + width * right1[0];
6302         vert[ 1] = org1[1] + width * right1[1];
6303         vert[ 2] = org1[2] + width * right1[2];
6304         vert[ 3] = org1[0] - width * right1[0];
6305         vert[ 4] = org1[1] - width * right1[1];
6306         vert[ 5] = org1[2] - width * right1[2];
6307         vert[ 6] = org2[0] - width * right2[0];
6308         vert[ 7] = org2[1] - width * right2[1];
6309         vert[ 8] = org2[2] - width * right2[2];
6310         vert[ 9] = org2[0] + width * right2[0];
6311         vert[10] = org2[1] + width * right2[1];
6312         vert[11] = org2[2] + width * right2[2];
6313 }
6314
6315 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)
6316 {
6317         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6318         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6319         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6320         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6321         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6322         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6323         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6324         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6325         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6326         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6327         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6328         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6329 }
6330
6331 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6332 {
6333         int i;
6334         float *vertex3f;
6335         float v[3];
6336         VectorSet(v, x, y, z);
6337         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6338                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6339                         break;
6340         if (i == mesh->numvertices)
6341         {
6342                 if (mesh->numvertices < mesh->maxvertices)
6343                 {
6344                         VectorCopy(v, vertex3f);
6345                         mesh->numvertices++;
6346                 }
6347                 return mesh->numvertices;
6348         }
6349         else
6350                 return i;
6351 }
6352
6353 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6354 {
6355         int i;
6356         int *e, element[3];
6357         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6358         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6359         e = mesh->element3i + mesh->numtriangles * 3;
6360         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6361         {
6362                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6363                 if (mesh->numtriangles < mesh->maxtriangles)
6364                 {
6365                         *e++ = element[0];
6366                         *e++ = element[1];
6367                         *e++ = element[2];
6368                         mesh->numtriangles++;
6369                 }
6370                 element[1] = element[2];
6371         }
6372 }
6373
6374 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6375 {
6376         int i;
6377         int *e, element[3];
6378         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6379         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6380         e = mesh->element3i + mesh->numtriangles * 3;
6381         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6382         {
6383                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6384                 if (mesh->numtriangles < mesh->maxtriangles)
6385                 {
6386                         *e++ = element[0];
6387                         *e++ = element[1];
6388                         *e++ = element[2];
6389                         mesh->numtriangles++;
6390                 }
6391                 element[1] = element[2];
6392         }
6393 }
6394
6395 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6396 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6397 {
6398         int planenum, planenum2;
6399         int w;
6400         int tempnumpoints;
6401         mplane_t *plane, *plane2;
6402         double maxdist;
6403         double temppoints[2][256*3];
6404         // figure out how large a bounding box we need to properly compute this brush
6405         maxdist = 0;
6406         for (w = 0;w < numplanes;w++)
6407                 maxdist = max(maxdist, fabs(planes[w].dist));
6408         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6409         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6410         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6411         {
6412                 w = 0;
6413                 tempnumpoints = 4;
6414                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6415                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6416                 {
6417                         if (planenum2 == planenum)
6418                                 continue;
6419                         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);
6420                         w = !w;
6421                 }
6422                 if (tempnumpoints < 3)
6423                         continue;
6424                 // generate elements forming a triangle fan for this polygon
6425                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6426         }
6427 }
6428
6429 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)
6430 {
6431         texturelayer_t *layer;
6432         layer = t->currentlayers + t->currentnumlayers++;
6433         layer->type = type;
6434         layer->depthmask = depthmask;
6435         layer->blendfunc1 = blendfunc1;
6436         layer->blendfunc2 = blendfunc2;
6437         layer->texture = texture;
6438         layer->texmatrix = *matrix;
6439         layer->color[0] = r;
6440         layer->color[1] = g;
6441         layer->color[2] = b;
6442         layer->color[3] = a;
6443 }
6444
6445 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6446 {
6447         if(parms[0] == 0 && parms[1] == 0)
6448                 return false;
6449         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6450                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6451                         return false;
6452         return true;
6453 }
6454
6455 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6456 {
6457         double index, f;
6458         index = parms[2] + rsurface.shadertime * parms[3];
6459         index -= floor(index);
6460         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6461         {
6462         default:
6463         case Q3WAVEFUNC_NONE:
6464         case Q3WAVEFUNC_NOISE:
6465         case Q3WAVEFUNC_COUNT:
6466                 f = 0;
6467                 break;
6468         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6469         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6470         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6471         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6472         case Q3WAVEFUNC_TRIANGLE:
6473                 index *= 4;
6474                 f = index - floor(index);
6475                 if (index < 1)
6476                 {
6477                         // f = f;
6478                 }
6479                 else if (index < 2)
6480                         f = 1 - f;
6481                 else if (index < 3)
6482                         f = -f;
6483                 else
6484                         f = -(1 - f);
6485                 break;
6486         }
6487         f = parms[0] + parms[1] * f;
6488         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6489                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6490         return (float) f;
6491 }
6492
6493 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6494 {
6495         int w, h, idx;
6496         float shadertime;
6497         float f;
6498         float offsetd[2];
6499         float tcmat[12];
6500         matrix4x4_t matrix, temp;
6501         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6502         // it's better to have one huge fixup every 9 hours than gradual
6503         // degradation over time which looks consistently bad after many hours.
6504         //
6505         // tcmod scroll in particular suffers from this degradation which can't be
6506         // effectively worked around even with floor() tricks because we don't
6507         // know if tcmod scroll is the last tcmod being applied, and for clampmap
6508         // a workaround involving floor() would be incorrect anyway...
6509         shadertime = rsurface.shadertime;
6510         if (shadertime >= 32768.0f)
6511                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6512         switch(tcmod->tcmod)
6513         {
6514                 case Q3TCMOD_COUNT:
6515                 case Q3TCMOD_NONE:
6516                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6517                                 matrix = r_waterscrollmatrix;
6518                         else
6519                                 matrix = identitymatrix;
6520                         break;
6521                 case Q3TCMOD_ENTITYTRANSLATE:
6522                         // this is used in Q3 to allow the gamecode to control texcoord
6523                         // scrolling on the entity, which is not supported in darkplaces yet.
6524                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6525                         break;
6526                 case Q3TCMOD_ROTATE:
6527                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6528                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6529                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6530                         break;
6531                 case Q3TCMOD_SCALE:
6532                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6533                         break;
6534                 case Q3TCMOD_SCROLL:
6535                         // this particular tcmod is a "bug for bug" compatible one with regards to
6536                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6537                         // specifically did the wrapping and so we must mimic that...
6538                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6539                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6540                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6541                         break;
6542                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6543                         w = (int) tcmod->parms[0];
6544                         h = (int) tcmod->parms[1];
6545                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6546                         f = f - floor(f);
6547                         idx = (int) floor(f * w * h);
6548                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6549                         break;
6550                 case Q3TCMOD_STRETCH:
6551                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6552                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6553                         break;
6554                 case Q3TCMOD_TRANSFORM:
6555                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6556                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6557                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6558                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6559                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6560                         break;
6561                 case Q3TCMOD_TURBULENT:
6562                         // this is handled in the RSurf_PrepareVertices function
6563                         matrix = identitymatrix;
6564                         break;
6565         }
6566         temp = *texmatrix;
6567         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6568 }
6569
6570 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6571 {
6572         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6573         char name[MAX_QPATH];
6574         skinframe_t *skinframe;
6575         unsigned char pixels[296*194];
6576         strlcpy(cache->name, skinname, sizeof(cache->name));
6577         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6578         if (developer_loading.integer)
6579                 Con_Printf("loading %s\n", name);
6580         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6581         if (!skinframe || !skinframe->base)
6582         {
6583                 unsigned char *f;
6584                 fs_offset_t filesize;
6585                 skinframe = NULL;
6586                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6587                 if (f)
6588                 {
6589                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6590                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6591                         Mem_Free(f);
6592                 }
6593         }
6594         cache->skinframe = skinframe;
6595 }
6596
6597 texture_t *R_GetCurrentTexture(texture_t *t)
6598 {
6599         int i, q;
6600         const entity_render_t *ent = rsurface.entity;
6601         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6602         q3shaderinfo_layer_tcmod_t *tcmod;
6603         float specularscale = 0.0f;
6604
6605         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6606                 return t->currentframe;
6607         t->update_lastrenderframe = r_textureframe;
6608         t->update_lastrenderentity = (void *)ent;
6609
6610         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6611                 t->camera_entity = ent->entitynumber;
6612         else
6613                 t->camera_entity = 0;
6614
6615         // switch to an alternate material if this is a q1bsp animated material
6616         {
6617                 texture_t *texture = t;
6618                 int s = rsurface.ent_skinnum;
6619                 if ((unsigned int)s >= (unsigned int)model->numskins)
6620                         s = 0;
6621                 if (model->skinscenes)
6622                 {
6623                         if (model->skinscenes[s].framecount > 1)
6624                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6625                         else
6626                                 s = model->skinscenes[s].firstframe;
6627                 }
6628                 if (s > 0)
6629                         t = t + s * model->num_surfaces;
6630                 if (t->animated)
6631                 {
6632                         // use an alternate animation if the entity's frame is not 0,
6633                         // and only if the texture has an alternate animation
6634                         if (t->animated == 2) // q2bsp
6635                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6636                         else if (rsurface.ent_alttextures && t->anim_total[1])
6637                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6638                         else
6639                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6640                 }
6641                 texture->currentframe = t;
6642         }
6643
6644         // update currentskinframe to be a qw skin or animation frame
6645         if (rsurface.ent_qwskin >= 0)
6646         {
6647                 i = rsurface.ent_qwskin;
6648                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6649                 {
6650                         r_qwskincache_size = cl.maxclients;
6651                         if (r_qwskincache)
6652                                 Mem_Free(r_qwskincache);
6653                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6654                 }
6655                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6656                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6657                 t->currentskinframe = r_qwskincache[i].skinframe;
6658                 if (t->materialshaderpass && t->currentskinframe == NULL)
6659                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6660         }
6661         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6662                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6663         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6664                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6665
6666         t->currentmaterialflags = t->basematerialflags;
6667         t->currentalpha = rsurface.entity->alpha * t->basealpha;
6668         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6669                 t->currentalpha *= r_wateralpha.value;
6670         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6671                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6672         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6673                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6674
6675         // decide on which type of lighting to use for this surface
6676         if (rsurface.entity->render_modellight_forced)
6677                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6678         if (rsurface.entity->render_rtlight_disabled)
6679                 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6680         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6681         {
6682                 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6683                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6684                 for (q = 0; q < 3; q++)
6685                 {
6686                         t->render_glowmod[q] = rsurface.entity->glowmod[q];
6687                         t->render_modellight_lightdir[q] = q == 2;
6688                         t->render_modellight_ambient[q] = 1;
6689                         t->render_modellight_diffuse[q] = 0;
6690                         t->render_modellight_specular[q] = 0;
6691                         t->render_lightmap_ambient[q] = 0;
6692                         t->render_lightmap_diffuse[q] = 0;
6693                         t->render_lightmap_specular[q] = 0;
6694                         t->render_rtlight_diffuse[q] = 0;
6695                         t->render_rtlight_specular[q] = 0;
6696                 }
6697         }
6698         else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6699         {
6700                 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6701                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6702                 for (q = 0; q < 3; q++)
6703                 {
6704                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6705                         t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6706                         t->render_modellight_lightdir[q] = q == 2;
6707                         t->render_modellight_diffuse[q] = 0;
6708                         t->render_modellight_specular[q] = 0;
6709                         t->render_lightmap_ambient[q] = 0;
6710                         t->render_lightmap_diffuse[q] = 0;
6711                         t->render_lightmap_specular[q] = 0;
6712                         t->render_rtlight_diffuse[q] = 0;
6713                         t->render_rtlight_specular[q] = 0;
6714                 }
6715         }
6716         else if (FAKELIGHT_ENABLED)
6717         {
6718                 // no modellight if using fakelight for the map
6719                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6720                 for (q = 0; q < 3; q++)
6721                 {
6722                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6723                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6724                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6725                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6726                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6727                         t->render_lightmap_ambient[q] = 0;
6728                         t->render_lightmap_diffuse[q] = 0;
6729                         t->render_lightmap_specular[q] = 0;
6730                         t->render_rtlight_diffuse[q] = 0;
6731                         t->render_rtlight_specular[q] = 0;
6732                 }
6733         }
6734         else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6735         {
6736                 // ambient + single direction light (modellight)
6737                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6738                 for (q = 0; q < 3; q++)
6739                 {
6740                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6741                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6742                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6743                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6744                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6745                         t->render_lightmap_ambient[q] = 0;
6746                         t->render_lightmap_diffuse[q] = 0;
6747                         t->render_lightmap_specular[q] = 0;
6748                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6749                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6750                 }
6751         }
6752         else
6753         {
6754                 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6755                 for (q = 0; q < 3; q++)
6756                 {
6757                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6758                         t->render_modellight_lightdir[q] = q == 2;
6759                         t->render_modellight_ambient[q] = 0;
6760                         t->render_modellight_diffuse[q] = 0;
6761                         t->render_modellight_specular[q] = 0;
6762                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6763                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6764                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6765                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6766                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6767                 }
6768         }
6769
6770         if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6771         {
6772                 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6773                 // attribute, we punt it to the lightmap path and hope for the best,
6774                 // but lighting doesn't work.
6775                 //
6776                 // FIXME: this is fine for effects but CSQC polygons should be subject
6777                 // to lighting.
6778                 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6779                 for (q = 0; q < 3; q++)
6780                 {
6781                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6782                         t->render_modellight_lightdir[q] = q == 2;
6783                         t->render_modellight_ambient[q] = 0;
6784                         t->render_modellight_diffuse[q] = 0;
6785                         t->render_modellight_specular[q] = 0;
6786                         t->render_lightmap_ambient[q] = 0;
6787                         t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6788                         t->render_lightmap_specular[q] = 0;
6789                         t->render_rtlight_diffuse[q] = 0;
6790                         t->render_rtlight_specular[q] = 0;
6791                 }
6792         }
6793
6794         for (q = 0; q < 3; q++)
6795         {
6796                 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6797                 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6798         }
6799
6800         if (rsurface.ent_flags & RENDER_ADDITIVE)
6801                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6802         else if (t->currentalpha < 1)
6803                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6804         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6805         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6806                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6807         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6808                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6809         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6810                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6811         if (t->backgroundshaderpass)
6812                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6813         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6814         {
6815                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6816                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6817         }
6818         else
6819                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6820         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6821         {
6822                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6823                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6824         }
6825         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6826                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6827
6828         // there is no tcmod
6829         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6830         {
6831                 t->currenttexmatrix = r_waterscrollmatrix;
6832                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6833         }
6834         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6835         {
6836                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6837                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6838         }
6839
6840         if (t->materialshaderpass)
6841                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6842                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6843
6844         t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6845         if (t->currentskinframe->qpixels)
6846                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6847         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6848         if (!t->basetexture)
6849                 t->basetexture = r_texture_notexture;
6850         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6851         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6852         t->nmaptexture = t->currentskinframe->nmap;
6853         if (!t->nmaptexture)
6854                 t->nmaptexture = r_texture_blanknormalmap;
6855         t->glosstexture = r_texture_black;
6856         t->glowtexture = t->currentskinframe->glow;
6857         t->fogtexture = t->currentskinframe->fog;
6858         t->reflectmasktexture = t->currentskinframe->reflect;
6859         if (t->backgroundshaderpass)
6860         {
6861                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6862                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6863                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6864                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6865                 t->backgroundglosstexture = r_texture_black;
6866                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6867                 if (!t->backgroundnmaptexture)
6868                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6869                 // make sure that if glow is going to be used, both textures are not NULL
6870                 if (!t->backgroundglowtexture && t->glowtexture)
6871                         t->backgroundglowtexture = r_texture_black;
6872                 if (!t->glowtexture && t->backgroundglowtexture)
6873                         t->glowtexture = r_texture_black;
6874         }
6875         else
6876         {
6877                 t->backgroundbasetexture = r_texture_white;
6878                 t->backgroundnmaptexture = r_texture_blanknormalmap;
6879                 t->backgroundglosstexture = r_texture_black;
6880                 t->backgroundglowtexture = NULL;
6881         }
6882         t->specularpower = r_shadow_glossexponent.value;
6883         // TODO: store reference values for these in the texture?
6884         if (r_shadow_gloss.integer > 0)
6885         {
6886                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6887                 {
6888                         if (r_shadow_glossintensity.value > 0)
6889                         {
6890                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6891                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6892                                 specularscale = r_shadow_glossintensity.value;
6893                         }
6894                 }
6895                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6896                 {
6897                         t->glosstexture = r_texture_white;
6898                         t->backgroundglosstexture = r_texture_white;
6899                         specularscale = r_shadow_gloss2intensity.value;
6900                         t->specularpower = r_shadow_gloss2exponent.value;
6901                 }
6902         }
6903         specularscale *= t->specularscalemod;
6904         t->specularpower *= t->specularpowermod;
6905
6906         // lightmaps mode looks bad with dlights using actual texturing, so turn
6907         // off the colormap and glossmap, but leave the normalmap on as it still
6908         // accurately represents the shading involved
6909         if (gl_lightmaps.integer)
6910         {
6911                 t->basetexture = r_texture_grey128;
6912                 t->pantstexture = r_texture_black;
6913                 t->shirttexture = r_texture_black;
6914                 if (gl_lightmaps.integer < 2)
6915                         t->nmaptexture = r_texture_blanknormalmap;
6916                 t->glosstexture = r_texture_black;
6917                 t->glowtexture = NULL;
6918                 t->fogtexture = NULL;
6919                 t->reflectmasktexture = NULL;
6920                 t->backgroundbasetexture = NULL;
6921                 if (gl_lightmaps.integer < 2)
6922                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6923                 t->backgroundglosstexture = r_texture_black;
6924                 t->backgroundglowtexture = NULL;
6925                 specularscale = 0;
6926                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6927         }
6928
6929         if (specularscale != 1.0f)
6930         {
6931                 for (q = 0; q < 3; q++)
6932                 {
6933                         t->render_modellight_specular[q] *= specularscale;
6934                         t->render_lightmap_specular[q] *= specularscale;
6935                         t->render_rtlight_specular[q] *= specularscale;
6936                 }
6937         }
6938
6939         t->currentnumlayers = 0;
6940         if (t->currentmaterialflags & MATERIALFLAG_WALL)
6941         {
6942                 int blendfunc1, blendfunc2;
6943                 qboolean depthmask;
6944                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6945                 {
6946                         blendfunc1 = GL_SRC_ALPHA;
6947                         blendfunc2 = GL_ONE;
6948                 }
6949                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6950                 {
6951                         blendfunc1 = GL_SRC_ALPHA;
6952                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6953                 }
6954                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6955                 {
6956                         blendfunc1 = t->customblendfunc[0];
6957                         blendfunc2 = t->customblendfunc[1];
6958                 }
6959                 else
6960                 {
6961                         blendfunc1 = GL_ONE;
6962                         blendfunc2 = GL_ZERO;
6963                 }
6964                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
6965                 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6966                 {
6967                         // basic lit geometry
6968                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
6969                         // add pants/shirt if needed
6970                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
6971                                 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);
6972                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
6973                                 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);
6974                 }
6975                 else
6976                 {
6977                         // basic lit geometry
6978                         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);
6979                         // add pants/shirt if needed
6980                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
6981                                 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);
6982                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
6983                                 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);
6984                         // now add ambient passes if needed
6985                         if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
6986                         {
6987                                 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);
6988                                 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
6989                                         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);
6990                                 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
6991                                         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);
6992                         }
6993                 }
6994                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
6995                         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);
6996                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6997                 {
6998                         // if this is opaque use alpha blend which will darken the earlier
6999                         // passes cheaply.
7000                         //
7001                         // if this is an alpha blended material, all the earlier passes
7002                         // were darkened by fog already, so we only need to add the fog
7003                         // color ontop through the fog mask texture
7004                         //
7005                         // if this is an additive blended material, all the earlier passes
7006                         // were darkened by fog already, and we should not add fog color
7007                         // (because the background was not darkened, there is no fog color
7008                         // that was lost behind it).
7009                         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);
7010                 }
7011         }
7012
7013         return t;
7014 }
7015
7016 rsurfacestate_t rsurface;
7017
7018 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7019 {
7020         dp_model_t *model = ent->model;
7021         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7022         //      return;
7023         rsurface.entity = (entity_render_t *)ent;
7024         rsurface.skeleton = ent->skeleton;
7025         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7026         rsurface.ent_skinnum = ent->skinnum;
7027         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;
7028         rsurface.ent_flags = ent->flags;
7029         if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7030                 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7031         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7032         rsurface.matrix = ent->matrix;
7033         rsurface.inversematrix = ent->inversematrix;
7034         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7035         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7036         R_EntityMatrix(&rsurface.matrix);
7037         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7038         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7039         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7040         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7041         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7042         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7043         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7044         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7045         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7046         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7047         if (ent->model->brush.submodel && !prepass)
7048         {
7049                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7050                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7051         }
7052         // if the animcache code decided it should use the shader path, skip the deform step
7053         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7054         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7055         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7056         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7057         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7058         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7059         {
7060                 if (ent->animcache_vertex3f)
7061                 {
7062                         r_refdef.stats[r_stat_batch_entitycache_count]++;
7063                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7064                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7065                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7066                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7067                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7068                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7069                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7070                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7071                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7072                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7073                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7074                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7075                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7076                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7077                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7078                 }
7079                 else if (wanttangents)
7080                 {
7081                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7082                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7083                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7084                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7085                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7086                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7087                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7088                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7089                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7090                         rsurface.modelvertex3f_vertexbuffer = NULL;
7091                         rsurface.modelvertex3f_bufferoffset = 0;
7092                         rsurface.modelvertex3f_vertexbuffer = 0;
7093                         rsurface.modelvertex3f_bufferoffset = 0;
7094                         rsurface.modelsvector3f_vertexbuffer = 0;
7095                         rsurface.modelsvector3f_bufferoffset = 0;
7096                         rsurface.modeltvector3f_vertexbuffer = 0;
7097                         rsurface.modeltvector3f_bufferoffset = 0;
7098                         rsurface.modelnormal3f_vertexbuffer = 0;
7099                         rsurface.modelnormal3f_bufferoffset = 0;
7100                 }
7101                 else if (wantnormals)
7102                 {
7103                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7104                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7105                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7106                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7107                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7108                         rsurface.modelsvector3f = NULL;
7109                         rsurface.modeltvector3f = NULL;
7110                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7111                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7112                         rsurface.modelvertex3f_vertexbuffer = NULL;
7113                         rsurface.modelvertex3f_bufferoffset = 0;
7114                         rsurface.modelvertex3f_vertexbuffer = 0;
7115                         rsurface.modelvertex3f_bufferoffset = 0;
7116                         rsurface.modelsvector3f_vertexbuffer = 0;
7117                         rsurface.modelsvector3f_bufferoffset = 0;
7118                         rsurface.modeltvector3f_vertexbuffer = 0;
7119                         rsurface.modeltvector3f_bufferoffset = 0;
7120                         rsurface.modelnormal3f_vertexbuffer = 0;
7121                         rsurface.modelnormal3f_bufferoffset = 0;
7122                 }
7123                 else
7124                 {
7125                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7126                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7127                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7128                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7129                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7130                         rsurface.modelsvector3f = NULL;
7131                         rsurface.modeltvector3f = NULL;
7132                         rsurface.modelnormal3f = NULL;
7133                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7134                         rsurface.modelvertex3f_vertexbuffer = NULL;
7135                         rsurface.modelvertex3f_bufferoffset = 0;
7136                         rsurface.modelvertex3f_vertexbuffer = 0;
7137                         rsurface.modelvertex3f_bufferoffset = 0;
7138                         rsurface.modelsvector3f_vertexbuffer = 0;
7139                         rsurface.modelsvector3f_bufferoffset = 0;
7140                         rsurface.modeltvector3f_vertexbuffer = 0;
7141                         rsurface.modeltvector3f_bufferoffset = 0;
7142                         rsurface.modelnormal3f_vertexbuffer = 0;
7143                         rsurface.modelnormal3f_bufferoffset = 0;
7144                 }
7145                 rsurface.modelgeneratedvertex = true;
7146         }
7147         else
7148         {
7149                 if (rsurface.entityskeletaltransform3x4)
7150                 {
7151                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7152                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7153                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7154                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7155                 }
7156                 else
7157                 {
7158                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
7159                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7160                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7161                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7162                 }
7163                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7164                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7165                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7166                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7167                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7168                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7169                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7170                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7171                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7172                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7173                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7174                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7175                 rsurface.modelgeneratedvertex = false;
7176         }
7177         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7178         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7179         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7180         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7181         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7182         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7183         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7184         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7185         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7186         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7187         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7188         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7189         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7190         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7191         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7192         rsurface.modelelement3i = model->surfmesh.data_element3i;
7193         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7194         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7195         rsurface.modelelement3s = model->surfmesh.data_element3s;
7196         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7197         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7198         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7199         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7200         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7201         rsurface.modelsurfaces = model->data_surfaces;
7202         rsurface.batchgeneratedvertex = false;
7203         rsurface.batchfirstvertex = 0;
7204         rsurface.batchnumvertices = 0;
7205         rsurface.batchfirsttriangle = 0;
7206         rsurface.batchnumtriangles = 0;
7207         rsurface.batchvertex3f  = NULL;
7208         rsurface.batchvertex3f_vertexbuffer = NULL;
7209         rsurface.batchvertex3f_bufferoffset = 0;
7210         rsurface.batchsvector3f = NULL;
7211         rsurface.batchsvector3f_vertexbuffer = NULL;
7212         rsurface.batchsvector3f_bufferoffset = 0;
7213         rsurface.batchtvector3f = NULL;
7214         rsurface.batchtvector3f_vertexbuffer = NULL;
7215         rsurface.batchtvector3f_bufferoffset = 0;
7216         rsurface.batchnormal3f  = NULL;
7217         rsurface.batchnormal3f_vertexbuffer = NULL;
7218         rsurface.batchnormal3f_bufferoffset = 0;
7219         rsurface.batchlightmapcolor4f = NULL;
7220         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7221         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7222         rsurface.batchtexcoordtexture2f = NULL;
7223         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7224         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7225         rsurface.batchtexcoordlightmap2f = NULL;
7226         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7227         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7228         rsurface.batchskeletalindex4ub = NULL;
7229         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7230         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7231         rsurface.batchskeletalweight4ub = NULL;
7232         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7233         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7234         rsurface.batchelement3i = NULL;
7235         rsurface.batchelement3i_indexbuffer = NULL;
7236         rsurface.batchelement3i_bufferoffset = 0;
7237         rsurface.batchelement3s = NULL;
7238         rsurface.batchelement3s_indexbuffer = NULL;
7239         rsurface.batchelement3s_bufferoffset = 0;
7240         rsurface.forcecurrenttextureupdate = false;
7241 }
7242
7243 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)
7244 {
7245         rsurface.entity = r_refdef.scene.worldentity;
7246         rsurface.skeleton = NULL;
7247         rsurface.ent_skinnum = 0;
7248         rsurface.ent_qwskin = -1;
7249         rsurface.ent_flags = entflags;
7250         rsurface.shadertime = r_refdef.scene.time - shadertime;
7251         rsurface.modelnumvertices = numvertices;
7252         rsurface.modelnumtriangles = numtriangles;
7253         rsurface.matrix = *matrix;
7254         rsurface.inversematrix = *inversematrix;
7255         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7256         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7257         R_EntityMatrix(&rsurface.matrix);
7258         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7259         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7260         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7261         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7262         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7263         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7264         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7265         rsurface.frameblend[0].lerp = 1;
7266         rsurface.ent_alttextures = false;
7267         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7268         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7269         rsurface.entityskeletaltransform3x4 = NULL;
7270         rsurface.entityskeletaltransform3x4buffer = NULL;
7271         rsurface.entityskeletaltransform3x4offset = 0;
7272         rsurface.entityskeletaltransform3x4size = 0;
7273         rsurface.entityskeletalnumtransforms = 0;
7274         r_refdef.stats[r_stat_batch_entitycustom_count]++;
7275         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7276         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7277         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7278         if (wanttangents)
7279         {
7280                 rsurface.modelvertex3f = (float *)vertex3f;
7281                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7282                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7283                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7284         }
7285         else if (wantnormals)
7286         {
7287                 rsurface.modelvertex3f = (float *)vertex3f;
7288                 rsurface.modelsvector3f = NULL;
7289                 rsurface.modeltvector3f = NULL;
7290                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7291         }
7292         else
7293         {
7294                 rsurface.modelvertex3f = (float *)vertex3f;
7295                 rsurface.modelsvector3f = NULL;
7296                 rsurface.modeltvector3f = NULL;
7297                 rsurface.modelnormal3f = NULL;
7298         }
7299         rsurface.modelvertex3f_vertexbuffer = 0;
7300         rsurface.modelvertex3f_bufferoffset = 0;
7301         rsurface.modelsvector3f_vertexbuffer = 0;
7302         rsurface.modelsvector3f_bufferoffset = 0;
7303         rsurface.modeltvector3f_vertexbuffer = 0;
7304         rsurface.modeltvector3f_bufferoffset = 0;
7305         rsurface.modelnormal3f_vertexbuffer = 0;
7306         rsurface.modelnormal3f_bufferoffset = 0;
7307         rsurface.modelgeneratedvertex = true;
7308         rsurface.modellightmapcolor4f  = (float *)color4f;
7309         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7310         rsurface.modellightmapcolor4f_bufferoffset = 0;
7311         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7312         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7313         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7314         rsurface.modeltexcoordlightmap2f  = NULL;
7315         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7316         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7317         rsurface.modelskeletalindex4ub = NULL;
7318         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7319         rsurface.modelskeletalindex4ub_bufferoffset = 0;
7320         rsurface.modelskeletalweight4ub = NULL;
7321         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7322         rsurface.modelskeletalweight4ub_bufferoffset = 0;
7323         rsurface.modelelement3i = (int *)element3i;
7324         rsurface.modelelement3i_indexbuffer = NULL;
7325         rsurface.modelelement3i_bufferoffset = 0;
7326         rsurface.modelelement3s = (unsigned short *)element3s;
7327         rsurface.modelelement3s_indexbuffer = NULL;
7328         rsurface.modelelement3s_bufferoffset = 0;
7329         rsurface.modellightmapoffsets = NULL;
7330         rsurface.modelsurfaces = NULL;
7331         rsurface.batchgeneratedvertex = false;
7332         rsurface.batchfirstvertex = 0;
7333         rsurface.batchnumvertices = 0;
7334         rsurface.batchfirsttriangle = 0;
7335         rsurface.batchnumtriangles = 0;
7336         rsurface.batchvertex3f  = NULL;
7337         rsurface.batchvertex3f_vertexbuffer = NULL;
7338         rsurface.batchvertex3f_bufferoffset = 0;
7339         rsurface.batchsvector3f = NULL;
7340         rsurface.batchsvector3f_vertexbuffer = NULL;
7341         rsurface.batchsvector3f_bufferoffset = 0;
7342         rsurface.batchtvector3f = NULL;
7343         rsurface.batchtvector3f_vertexbuffer = NULL;
7344         rsurface.batchtvector3f_bufferoffset = 0;
7345         rsurface.batchnormal3f  = NULL;
7346         rsurface.batchnormal3f_vertexbuffer = NULL;
7347         rsurface.batchnormal3f_bufferoffset = 0;
7348         rsurface.batchlightmapcolor4f = NULL;
7349         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7350         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7351         rsurface.batchtexcoordtexture2f = NULL;
7352         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7353         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7354         rsurface.batchtexcoordlightmap2f = NULL;
7355         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7356         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7357         rsurface.batchskeletalindex4ub = NULL;
7358         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7359         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7360         rsurface.batchskeletalweight4ub = NULL;
7361         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7362         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7363         rsurface.batchelement3i = NULL;
7364         rsurface.batchelement3i_indexbuffer = NULL;
7365         rsurface.batchelement3i_bufferoffset = 0;
7366         rsurface.batchelement3s = NULL;
7367         rsurface.batchelement3s_indexbuffer = NULL;
7368         rsurface.batchelement3s_bufferoffset = 0;
7369         rsurface.forcecurrenttextureupdate = true;
7370
7371         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7372         {
7373                 if ((wantnormals || wanttangents) && !normal3f)
7374                 {
7375                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7376                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7377                 }
7378                 if (wanttangents && !svector3f)
7379                 {
7380                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7381                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7382                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7383                 }
7384         }
7385 }
7386
7387 float RSurf_FogPoint(const float *v)
7388 {
7389         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7390         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7391         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7392         float FogHeightFade = r_refdef.fogheightfade;
7393         float fogfrac;
7394         unsigned int fogmasktableindex;
7395         if (r_refdef.fogplaneviewabove)
7396                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7397         else
7398                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7399         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7400         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7401 }
7402
7403 float RSurf_FogVertex(const float *v)
7404 {
7405         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7406         float FogPlaneViewDist = rsurface.fogplaneviewdist;
7407         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7408         float FogHeightFade = rsurface.fogheightfade;
7409         float fogfrac;
7410         unsigned int fogmasktableindex;
7411         if (r_refdef.fogplaneviewabove)
7412                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7413         else
7414                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7415         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7416         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7417 }
7418
7419 void RSurf_UploadBuffersForBatch(void)
7420 {
7421         // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7422         // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7423         if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7424                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7425         if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7426                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7427         if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7428                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7429         if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7430                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7431         if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7432                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7433         if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7434                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7435         if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7436                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7437         if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7438                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7439         if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7440                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7441
7442         if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7443                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7444         else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7445                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7446
7447         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7448         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7449         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7450         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7451         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7452         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7453         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7454         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7455         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7456         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7457 }
7458
7459 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7460 {
7461         int i;
7462         for (i = 0;i < numelements;i++)
7463                 outelement3i[i] = inelement3i[i] + adjust;
7464 }
7465
7466 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7467 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7468 {
7469         int deformindex;
7470         int firsttriangle;
7471         int numtriangles;
7472         int firstvertex;
7473         int endvertex;
7474         int numvertices;
7475         int surfacefirsttriangle;
7476         int surfacenumtriangles;
7477         int surfacefirstvertex;
7478         int surfaceendvertex;
7479         int surfacenumvertices;
7480         int batchnumsurfaces = texturenumsurfaces;
7481         int batchnumvertices;
7482         int batchnumtriangles;
7483         int i, j;
7484         qboolean gaps;
7485         qboolean dynamicvertex;
7486         float amplitude;
7487         float animpos;
7488         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7489         float waveparms[4];
7490         unsigned char *ub;
7491         q3shaderinfo_deform_t *deform;
7492         const msurface_t *surface, *firstsurface;
7493         if (!texturenumsurfaces)
7494                 return;
7495         // find vertex range of this surface batch
7496         gaps = false;
7497         firstsurface = texturesurfacelist[0];
7498         firsttriangle = firstsurface->num_firsttriangle;
7499         batchnumvertices = 0;
7500         batchnumtriangles = 0;
7501         firstvertex = endvertex = firstsurface->num_firstvertex;
7502         for (i = 0;i < texturenumsurfaces;i++)
7503         {
7504                 surface = texturesurfacelist[i];
7505                 if (surface != firstsurface + i)
7506                         gaps = true;
7507                 surfacefirstvertex = surface->num_firstvertex;
7508                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7509                 surfacenumvertices = surface->num_vertices;
7510                 surfacenumtriangles = surface->num_triangles;
7511                 if (firstvertex > surfacefirstvertex)
7512                         firstvertex = surfacefirstvertex;
7513                 if (endvertex < surfaceendvertex)
7514                         endvertex = surfaceendvertex;
7515                 batchnumvertices += surfacenumvertices;
7516                 batchnumtriangles += surfacenumtriangles;
7517         }
7518
7519         r_refdef.stats[r_stat_batch_batches]++;
7520         if (gaps)
7521                 r_refdef.stats[r_stat_batch_withgaps]++;
7522         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7523         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7524         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7525
7526         // we now know the vertex range used, and if there are any gaps in it
7527         rsurface.batchfirstvertex = firstvertex;
7528         rsurface.batchnumvertices = endvertex - firstvertex;
7529         rsurface.batchfirsttriangle = firsttriangle;
7530         rsurface.batchnumtriangles = batchnumtriangles;
7531
7532         // check if any dynamic vertex processing must occur
7533         dynamicvertex = false;
7534
7535         // we must use vertexbuffers for rendering, we can upload vertex buffers
7536         // easily enough but if the basevertex is non-zero it becomes more
7537         // difficult, so force dynamicvertex path in that case - it's suboptimal
7538         // but the most optimal case is to have the geometry sources provide their
7539         // own anyway.
7540         if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7541                 dynamicvertex = true;
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                 }
7831                 else
7832                 {
7833                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
7834                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7835                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7836                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7837                 }
7838                 return;
7839         }
7840
7841         // something needs software processing, do it for real...
7842         // we only directly handle separate array data in this case and then
7843         // generate interleaved data if needed...
7844         rsurface.batchgeneratedvertex = true;
7845         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7846         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7847         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7848         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7849
7850         // now copy the vertex data into a combined array and make an index array
7851         // (this is what Quake3 does all the time)
7852         // we also apply any skeletal animation here that would have been done in
7853         // the vertex shader, because most of the dynamic vertex animation cases
7854         // need actual vertex positions and normals
7855         //if (dynamicvertex)
7856         {
7857                 rsurface.batchvertex3f = NULL;
7858                 rsurface.batchvertex3f_vertexbuffer = NULL;
7859                 rsurface.batchvertex3f_bufferoffset = 0;
7860                 rsurface.batchsvector3f = NULL;
7861                 rsurface.batchsvector3f_vertexbuffer = NULL;
7862                 rsurface.batchsvector3f_bufferoffset = 0;
7863                 rsurface.batchtvector3f = NULL;
7864                 rsurface.batchtvector3f_vertexbuffer = NULL;
7865                 rsurface.batchtvector3f_bufferoffset = 0;
7866                 rsurface.batchnormal3f = NULL;
7867                 rsurface.batchnormal3f_vertexbuffer = NULL;
7868                 rsurface.batchnormal3f_bufferoffset = 0;
7869                 rsurface.batchlightmapcolor4f = NULL;
7870                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7871                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7872                 rsurface.batchtexcoordtexture2f = NULL;
7873                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7874                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7875                 rsurface.batchtexcoordlightmap2f = NULL;
7876                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7877                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7878                 rsurface.batchskeletalindex4ub = NULL;
7879                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7880                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7881                 rsurface.batchskeletalweight4ub = NULL;
7882                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7883                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7884                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7885                 rsurface.batchelement3i_indexbuffer = NULL;
7886                 rsurface.batchelement3i_bufferoffset = 0;
7887                 rsurface.batchelement3s = NULL;
7888                 rsurface.batchelement3s_indexbuffer = NULL;
7889                 rsurface.batchelement3s_bufferoffset = 0;
7890                 rsurface.batchskeletaltransform3x4buffer = NULL;
7891                 rsurface.batchskeletaltransform3x4offset = 0;
7892                 rsurface.batchskeletaltransform3x4size = 0;
7893                 // we'll only be setting up certain arrays as needed
7894                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7895                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7896                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7897                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7898                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7899                 {
7900                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7901                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7902                 }
7903                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7904                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7905                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7906                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7907                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7908                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7909                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7910                 {
7911                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7912                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7913                 }
7914                 numvertices = 0;
7915                 numtriangles = 0;
7916                 for (i = 0;i < texturenumsurfaces;i++)
7917                 {
7918                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7919                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
7920                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7921                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7922                         // copy only the data requested
7923                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7924                         {
7925                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7926                                 {
7927                                         if (rsurface.batchvertex3f)
7928                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7929                                         else
7930                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7931                                 }
7932                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7933                                 {
7934                                         if (rsurface.modelnormal3f)
7935                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7936                                         else
7937                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7938                                 }
7939                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7940                                 {
7941                                         if (rsurface.modelsvector3f)
7942                                         {
7943                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7944                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7945                                         }
7946                                         else
7947                                         {
7948                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7949                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7950                                         }
7951                                 }
7952                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7953                                 {
7954                                         if (rsurface.modellightmapcolor4f)
7955                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7956                                         else
7957                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7958                                 }
7959                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7960                                 {
7961                                         if (rsurface.modeltexcoordtexture2f)
7962                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7963                                         else
7964                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7965                                 }
7966                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7967                                 {
7968                                         if (rsurface.modeltexcoordlightmap2f)
7969                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7970                                         else
7971                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7972                                 }
7973                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7974                                 {
7975                                         if (rsurface.modelskeletalindex4ub)
7976                                         {
7977                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7978                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7979                                         }
7980                                         else
7981                                         {
7982                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7983                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7984                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7985                                                 for (j = 0;j < surfacenumvertices;j++)
7986                                                         ub[j*4] = 255;
7987                                         }
7988                                 }
7989                         }
7990                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7991                         numvertices += surfacenumvertices;
7992                         numtriangles += surfacenumtriangles;
7993                 }
7994
7995                 // generate a 16bit index array as well if possible
7996                 // (in general, dynamic batches fit)
7997                 if (numvertices <= 65536)
7998                 {
7999                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8000                         for (i = 0;i < numtriangles*3;i++)
8001                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8002                 }
8003
8004                 // since we've copied everything, the batch now starts at 0
8005                 rsurface.batchfirstvertex = 0;
8006                 rsurface.batchnumvertices = batchnumvertices;
8007                 rsurface.batchfirsttriangle = 0;
8008                 rsurface.batchnumtriangles = batchnumtriangles;
8009         }
8010
8011         // apply skeletal animation that would have been done in the vertex shader
8012         if (rsurface.batchskeletaltransform3x4)
8013         {
8014                 const unsigned char *si;
8015                 const unsigned char *sw;
8016                 const float *t[4];
8017                 const float *b = rsurface.batchskeletaltransform3x4;
8018                 float *vp, *vs, *vt, *vn;
8019                 float w[4];
8020                 float m[3][4], n[3][4];
8021                 float tp[3], ts[3], tt[3], tn[3];
8022                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8023                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8024                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8025                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8026                 si = rsurface.batchskeletalindex4ub;
8027                 sw = rsurface.batchskeletalweight4ub;
8028                 vp = rsurface.batchvertex3f;
8029                 vs = rsurface.batchsvector3f;
8030                 vt = rsurface.batchtvector3f;
8031                 vn = rsurface.batchnormal3f;
8032                 memset(m[0], 0, sizeof(m));
8033                 memset(n[0], 0, sizeof(n));
8034                 for (i = 0;i < batchnumvertices;i++)
8035                 {
8036                         t[0] = b + si[0]*12;
8037                         if (sw[0] == 255)
8038                         {
8039                                 // common case - only one matrix
8040                                 m[0][0] = t[0][ 0];
8041                                 m[0][1] = t[0][ 1];
8042                                 m[0][2] = t[0][ 2];
8043                                 m[0][3] = t[0][ 3];
8044                                 m[1][0] = t[0][ 4];
8045                                 m[1][1] = t[0][ 5];
8046                                 m[1][2] = t[0][ 6];
8047                                 m[1][3] = t[0][ 7];
8048                                 m[2][0] = t[0][ 8];
8049                                 m[2][1] = t[0][ 9];
8050                                 m[2][2] = t[0][10];
8051                                 m[2][3] = t[0][11];
8052                         }
8053                         else if (sw[2] + sw[3])
8054                         {
8055                                 // blend 4 matrices
8056                                 t[1] = b + si[1]*12;
8057                                 t[2] = b + si[2]*12;
8058                                 t[3] = b + si[3]*12;
8059                                 w[0] = sw[0] * (1.0f / 255.0f);
8060                                 w[1] = sw[1] * (1.0f / 255.0f);
8061                                 w[2] = sw[2] * (1.0f / 255.0f);
8062                                 w[3] = sw[3] * (1.0f / 255.0f);
8063                                 // blend the matrices
8064                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8065                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8066                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8067                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8068                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8069                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8070                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8071                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8072                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8073                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8074                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8075                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8076                         }
8077                         else
8078                         {
8079                                 // blend 2 matrices
8080                                 t[1] = b + si[1]*12;
8081                                 w[0] = sw[0] * (1.0f / 255.0f);
8082                                 w[1] = sw[1] * (1.0f / 255.0f);
8083                                 // blend the matrices
8084                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8085                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8086                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8087                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8088                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8089                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8090                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8091                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8092                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8093                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8094                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8095                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8096                         }
8097                         si += 4;
8098                         sw += 4;
8099                         // modify the vertex
8100                         VectorCopy(vp, tp);
8101                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8102                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8103                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8104                         vp += 3;
8105                         if (vn)
8106                         {
8107                                 // the normal transformation matrix is a set of cross products...
8108                                 CrossProduct(m[1], m[2], n[0]);
8109                                 CrossProduct(m[2], m[0], n[1]);
8110                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8111                                 VectorCopy(vn, tn);
8112                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8113                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8114                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8115                                 VectorNormalize(vn);
8116                                 vn += 3;
8117                                 if (vs)
8118                                 {
8119                                         VectorCopy(vs, ts);
8120                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8121                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8122                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8123                                         VectorNormalize(vs);
8124                                         vs += 3;
8125                                         VectorCopy(vt, tt);
8126                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8127                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8128                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8129                                         VectorNormalize(vt);
8130                                         vt += 3;
8131                                 }
8132                         }
8133                 }
8134                 rsurface.batchskeletaltransform3x4 = NULL;
8135                 rsurface.batchskeletalnumtransforms = 0;
8136         }
8137
8138         // q1bsp surfaces rendered in vertex color mode have to have colors
8139         // calculated based on lightstyles
8140         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8141         {
8142                 // generate color arrays for the surfaces in this list
8143                 int c[4];
8144                 int scale;
8145                 int size3;
8146                 const int *offsets;
8147                 const unsigned char *lm;
8148                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8149                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8150                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8151                 numvertices = 0;
8152                 for (i = 0;i < texturenumsurfaces;i++)
8153                 {
8154                         surface = texturesurfacelist[i];
8155                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8156                         surfacenumvertices = surface->num_vertices;
8157                         if (surface->lightmapinfo->samples)
8158                         {
8159                                 for (j = 0;j < surfacenumvertices;j++)
8160                                 {
8161                                         lm = surface->lightmapinfo->samples + offsets[j];
8162                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8163                                         VectorScale(lm, scale, c);
8164                                         if (surface->lightmapinfo->styles[1] != 255)
8165                                         {
8166                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8167                                                 lm += size3;
8168                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8169                                                 VectorMA(c, scale, lm, c);
8170                                                 if (surface->lightmapinfo->styles[2] != 255)
8171                                                 {
8172                                                         lm += size3;
8173                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8174                                                         VectorMA(c, scale, lm, c);
8175                                                         if (surface->lightmapinfo->styles[3] != 255)
8176                                                         {
8177                                                                 lm += size3;
8178                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8179                                                                 VectorMA(c, scale, lm, c);
8180                                                         }
8181                                                 }
8182                                         }
8183                                         c[0] >>= 7;
8184                                         c[1] >>= 7;
8185                                         c[2] >>= 7;
8186                                         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);
8187                                         numvertices++;
8188                                 }
8189                         }
8190                         else
8191                         {
8192                                 for (j = 0;j < surfacenumvertices;j++)
8193                                 {
8194                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8195                                         numvertices++;
8196                                 }
8197                         }
8198                 }
8199         }
8200
8201         // if vertices are deformed (sprite flares and things in maps, possibly
8202         // water waves, bulges and other deformations), modify the copied vertices
8203         // in place
8204         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8205         {
8206                 float scale;
8207                 switch (deform->deform)
8208                 {
8209                 default:
8210                 case Q3DEFORM_PROJECTIONSHADOW:
8211                 case Q3DEFORM_TEXT0:
8212                 case Q3DEFORM_TEXT1:
8213                 case Q3DEFORM_TEXT2:
8214                 case Q3DEFORM_TEXT3:
8215                 case Q3DEFORM_TEXT4:
8216                 case Q3DEFORM_TEXT5:
8217                 case Q3DEFORM_TEXT6:
8218                 case Q3DEFORM_TEXT7:
8219                 case Q3DEFORM_NONE:
8220                         break;
8221                 case Q3DEFORM_AUTOSPRITE:
8222                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8223                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8224                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8225                         VectorNormalize(newforward);
8226                         VectorNormalize(newright);
8227                         VectorNormalize(newup);
8228 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8229 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8230 //                      rsurface.batchvertex3f_bufferoffset = 0;
8231 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8232 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8233 //                      rsurface.batchsvector3f_bufferoffset = 0;
8234 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8235 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8236 //                      rsurface.batchtvector3f_bufferoffset = 0;
8237 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8238 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8239 //                      rsurface.batchnormal3f_bufferoffset = 0;
8240                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8241                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8242                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8243                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8244                                 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);
8245                         // a single autosprite surface can contain multiple sprites...
8246                         for (j = 0;j < batchnumvertices - 3;j += 4)
8247                         {
8248                                 VectorClear(center);
8249                                 for (i = 0;i < 4;i++)
8250                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8251                                 VectorScale(center, 0.25f, center);
8252                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8253                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8254                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8255                                 for (i = 0;i < 4;i++)
8256                                 {
8257                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8258                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8259                                 }
8260                         }
8261                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8262                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8263                         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);
8264                         break;
8265                 case Q3DEFORM_AUTOSPRITE2:
8266                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8267                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8268                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8269                         VectorNormalize(newforward);
8270                         VectorNormalize(newright);
8271                         VectorNormalize(newup);
8272 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8273 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8274 //                      rsurface.batchvertex3f_bufferoffset = 0;
8275                         {
8276                                 const float *v1, *v2;
8277                                 vec3_t start, end;
8278                                 float f, l;
8279                                 struct
8280                                 {
8281                                         float length2;
8282                                         const float *v1;
8283                                         const float *v2;
8284                                 }
8285                                 shortest[2];
8286                                 memset(shortest, 0, sizeof(shortest));
8287                                 // a single autosprite surface can contain multiple sprites...
8288                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8289                                 {
8290                                         VectorClear(center);
8291                                         for (i = 0;i < 4;i++)
8292                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8293                                         VectorScale(center, 0.25f, center);
8294                                         // find the two shortest edges, then use them to define the
8295                                         // axis vectors for rotating around the central axis
8296                                         for (i = 0;i < 6;i++)
8297                                         {
8298                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8299                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8300                                                 l = VectorDistance2(v1, v2);
8301                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8302                                                 if (v1[2] != v2[2])
8303                                                         l += (1.0f / 1024.0f);
8304                                                 if (shortest[0].length2 > l || i == 0)
8305                                                 {
8306                                                         shortest[1] = shortest[0];
8307                                                         shortest[0].length2 = l;
8308                                                         shortest[0].v1 = v1;
8309                                                         shortest[0].v2 = v2;
8310                                                 }
8311                                                 else if (shortest[1].length2 > l || i == 1)
8312                                                 {
8313                                                         shortest[1].length2 = l;
8314                                                         shortest[1].v1 = v1;
8315                                                         shortest[1].v2 = v2;
8316                                                 }
8317                                         }
8318                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8319                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8320                                         // this calculates the right vector from the shortest edge
8321                                         // and the up vector from the edge midpoints
8322                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8323                                         VectorNormalize(right);
8324                                         VectorSubtract(end, start, up);
8325                                         VectorNormalize(up);
8326                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8327                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8328                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8329                                         VectorNegate(forward, forward);
8330                                         VectorReflect(forward, 0, up, forward);
8331                                         VectorNormalize(forward);
8332                                         CrossProduct(up, forward, newright);
8333                                         VectorNormalize(newright);
8334                                         // rotate the quad around the up axis vector, this is made
8335                                         // especially easy by the fact we know the quad is flat,
8336                                         // so we only have to subtract the center position and
8337                                         // measure distance along the right vector, and then
8338                                         // multiply that by the newright vector and add back the
8339                                         // center position
8340                                         // we also need to subtract the old position to undo the
8341                                         // displacement from the center, which we do with a
8342                                         // DotProduct, the subtraction/addition of center is also
8343                                         // optimized into DotProducts here
8344                                         l = DotProduct(right, center);
8345                                         for (i = 0;i < 4;i++)
8346                                         {
8347                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8348                                                 f = DotProduct(right, v1) - l;
8349                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8350                                         }
8351                                 }
8352                         }
8353                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8354                         {
8355 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8356 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8357 //                              rsurface.batchnormal3f_bufferoffset = 0;
8358                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8359                         }
8360                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8361                         {
8362 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8363 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8364 //                              rsurface.batchsvector3f_bufferoffset = 0;
8365 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8366 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8367 //                              rsurface.batchtvector3f_bufferoffset = 0;
8368                                 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);
8369                         }
8370                         break;
8371                 case Q3DEFORM_NORMAL:
8372                         // deform the normals to make reflections wavey
8373                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8374                         rsurface.batchnormal3f_vertexbuffer = NULL;
8375                         rsurface.batchnormal3f_bufferoffset = 0;
8376                         for (j = 0;j < batchnumvertices;j++)
8377                         {
8378                                 float vertex[3];
8379                                 float *normal = rsurface.batchnormal3f + 3*j;
8380                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8381                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8382                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8383                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8384                                 VectorNormalize(normal);
8385                         }
8386                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8387                         {
8388 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8389 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8390 //                              rsurface.batchsvector3f_bufferoffset = 0;
8391 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8392 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8393 //                              rsurface.batchtvector3f_bufferoffset = 0;
8394                                 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);
8395                         }
8396                         break;
8397                 case Q3DEFORM_WAVE:
8398                         // deform vertex array to make wavey water and flags and such
8399                         waveparms[0] = deform->waveparms[0];
8400                         waveparms[1] = deform->waveparms[1];
8401                         waveparms[2] = deform->waveparms[2];
8402                         waveparms[3] = deform->waveparms[3];
8403                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8404                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8405                         // this is how a divisor of vertex influence on deformation
8406                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8407                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8408 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8409 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8410 //                      rsurface.batchvertex3f_bufferoffset = 0;
8411 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8412 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8413 //                      rsurface.batchnormal3f_bufferoffset = 0;
8414                         for (j = 0;j < batchnumvertices;j++)
8415                         {
8416                                 // if the wavefunc depends on time, evaluate it per-vertex
8417                                 if (waveparms[3])
8418                                 {
8419                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8420                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8421                                 }
8422                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8423                         }
8424                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8425                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8426                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8427                         {
8428 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8429 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8430 //                              rsurface.batchsvector3f_bufferoffset = 0;
8431 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8432 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8433 //                              rsurface.batchtvector3f_bufferoffset = 0;
8434                                 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);
8435                         }
8436                         break;
8437                 case Q3DEFORM_BULGE:
8438                         // deform vertex array to make the surface have moving bulges
8439 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8440 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8441 //                      rsurface.batchvertex3f_bufferoffset = 0;
8442 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8443 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8444 //                      rsurface.batchnormal3f_bufferoffset = 0;
8445                         for (j = 0;j < batchnumvertices;j++)
8446                         {
8447                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8448                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8449                         }
8450                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8451                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8452                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8453                         {
8454 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8455 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8456 //                              rsurface.batchsvector3f_bufferoffset = 0;
8457 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8458 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8459 //                              rsurface.batchtvector3f_bufferoffset = 0;
8460                                 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);
8461                         }
8462                         break;
8463                 case Q3DEFORM_MOVE:
8464                         // deform vertex array
8465                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8466                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8467                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8468                         VectorScale(deform->parms, scale, waveparms);
8469 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8470 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8471 //                      rsurface.batchvertex3f_bufferoffset = 0;
8472                         for (j = 0;j < batchnumvertices;j++)
8473                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8474                         break;
8475                 }
8476         }
8477
8478         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8479         {
8480         // generate texcoords based on the chosen texcoord source
8481                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8482                 {
8483                 default:
8484                 case Q3TCGEN_TEXTURE:
8485                         break;
8486                 case Q3TCGEN_LIGHTMAP:
8487         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8488         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8489         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8490                         if (rsurface.batchtexcoordlightmap2f)
8491                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8492                         break;
8493                 case Q3TCGEN_VECTOR:
8494         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8495         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8496         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8497                         for (j = 0;j < batchnumvertices;j++)
8498                         {
8499                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8500                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8501                         }
8502                         break;
8503                 case Q3TCGEN_ENVIRONMENT:
8504                         // make environment reflections using a spheremap
8505                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8506                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8507                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8508                         for (j = 0;j < batchnumvertices;j++)
8509                         {
8510                                 // identical to Q3A's method, but executed in worldspace so
8511                                 // carried models can be shiny too
8512
8513                                 float viewer[3], d, reflected[3], worldreflected[3];
8514
8515                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8516                                 // VectorNormalize(viewer);
8517
8518                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8519
8520                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8521                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8522                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8523                                 // note: this is proportinal to viewer, so we can normalize later
8524
8525                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8526                                 VectorNormalize(worldreflected);
8527
8528                                 // note: this sphere map only uses world x and z!
8529                                 // so positive and negative y will LOOK THE SAME.
8530                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8531                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8532                         }
8533                         break;
8534                 }
8535                 // the only tcmod that needs software vertex processing is turbulent, so
8536                 // check for it here and apply the changes if needed
8537                 // and we only support that as the first one
8538                 // (handling a mixture of turbulent and other tcmods would be problematic
8539                 //  without punting it entirely to a software path)
8540                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8541                 {
8542                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8543                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8544         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8545         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8546         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8547                         for (j = 0;j < batchnumvertices;j++)
8548                         {
8549                                 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);
8550                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8551                         }
8552                 }
8553         }
8554 }
8555
8556 void RSurf_DrawBatch(void)
8557 {
8558         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8559         // through the pipeline, killing it earlier in the pipeline would have
8560         // per-surface overhead rather than per-batch overhead, so it's best to
8561         // reject it here, before it hits glDraw.
8562         if (rsurface.batchnumtriangles == 0)
8563                 return;
8564 #if 0
8565         // batch debugging code
8566         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8567         {
8568                 int i;
8569                 int j;
8570                 int c;
8571                 const int *e;
8572                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8573                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8574                 {
8575                         c = e[i];
8576                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8577                         {
8578                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8579                                 {
8580                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8581                                                 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);
8582                                         break;
8583                                 }
8584                         }
8585                 }
8586         }
8587 #endif
8588         if (rsurface.batchmultidraw)
8589         {
8590                 // issue multiple draws rather than copying index data
8591                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8592                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8593                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8594                 for (i = 0;i < numsurfaces;)
8595                 {
8596                         // combine consecutive surfaces as one draw
8597                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8598                                 if (surfacelist[j] != surfacelist[k] + 1)
8599                                         break;
8600                         firstvertex = surfacelist[i]->num_firstvertex;
8601                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8602                         firsttriangle = surfacelist[i]->num_firsttriangle;
8603                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8604                         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);
8605                         i = j;
8606                 }
8607         }
8608         else
8609         {
8610                 // there is only one consecutive run of index data (may have been combined)
8611                 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);
8612         }
8613 }
8614
8615 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8616 {
8617         // pick the closest matching water plane
8618         int planeindex, vertexindex, bestplaneindex = -1;
8619         float d, bestd;
8620         vec3_t vert;
8621         const float *v;
8622         r_waterstate_waterplane_t *p;
8623         qboolean prepared = false;
8624         bestd = 0;
8625         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8626         {
8627                 if(p->camera_entity != rsurface.texture->camera_entity)
8628                         continue;
8629                 d = 0;
8630                 if(!prepared)
8631                 {
8632                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8633                         prepared = true;
8634                         if(rsurface.batchnumvertices == 0)
8635                                 break;
8636                 }
8637                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8638                 {
8639                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8640                         d += fabs(PlaneDiff(vert, &p->plane));
8641                 }
8642                 if (bestd > d || bestplaneindex < 0)
8643                 {
8644                         bestd = d;
8645                         bestplaneindex = planeindex;
8646                 }
8647         }
8648         return bestplaneindex;
8649         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8650         // this situation though, as it might be better to render single larger
8651         // batches with useless stuff (backface culled for example) than to
8652         // render multiple smaller batches
8653 }
8654
8655 void RSurf_SetupDepthAndCulling(void)
8656 {
8657         // submodels are biased to avoid z-fighting with world surfaces that they
8658         // may be exactly overlapping (avoids z-fighting artifacts on certain
8659         // doors and things in Quake maps)
8660         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8661         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8662         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8663         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8664 }
8665
8666 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8667 {
8668         int i, j;
8669         // transparent sky would be ridiculous
8670         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8671                 return;
8672         R_SetupShader_Generic_NoTexture(false, false);
8673         skyrenderlater = true;
8674         RSurf_SetupDepthAndCulling();
8675         GL_DepthMask(true);
8676
8677         // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8678         if (r_sky_scissor.integer)
8679         {
8680                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8681                 for (i = 0; i < texturenumsurfaces; i++)
8682                 {
8683                         const msurface_t *surf = texturesurfacelist[i];
8684                         const float *v;
8685                         float p[3];
8686                         float mins[3], maxs[3];
8687                         int scissor[4];
8688                         for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8689                         {
8690                                 Matrix4x4_Transform(&rsurface.matrix, v, p);
8691                                 if (j > 0)
8692                                 {
8693                                         if (mins[0] > p[0]) mins[0] = p[0];
8694                                         if (mins[1] > p[1]) mins[1] = p[1];
8695                                         if (mins[2] > p[2]) mins[2] = p[2];
8696                                         if (maxs[0] < p[0]) maxs[0] = p[0];
8697                                         if (maxs[1] < p[1]) maxs[1] = p[1];
8698                                         if (maxs[2] < p[2]) maxs[2] = p[2];
8699                                 }
8700                                 else
8701                                 {
8702                                         VectorCopy(p, mins);
8703                                         VectorCopy(p, maxs);
8704                                 }
8705                         }
8706                         if (!R_ScissorForBBox(mins, maxs, scissor))
8707                         {
8708                                 if (skyscissor[2])
8709                                 {
8710                                         if (skyscissor[0] > scissor[0])
8711                                         {
8712                                                 skyscissor[2] += skyscissor[0] - scissor[0];
8713                                                 skyscissor[0] = scissor[0];
8714                                         }
8715                                         if (skyscissor[1] > scissor[1])
8716                                         {
8717                                                 skyscissor[3] += skyscissor[1] - scissor[1];
8718                                                 skyscissor[1] = scissor[1];
8719                                         }
8720                                         if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8721                                                 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8722                                         if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8723                                                 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8724                                 }
8725                                 else
8726                                         Vector4Copy(scissor, skyscissor);
8727                         }
8728                 }
8729         }
8730
8731         // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8732         // skymasking on them, and Quake3 never did sky masking (unlike
8733         // software Quake and software Quake2), so disable the sky masking
8734         // in Quake3 maps as it causes problems with q3map2 sky tricks,
8735         // and skymasking also looks very bad when noclipping outside the
8736         // level, so don't use it then either.
8737         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)
8738         {
8739                 R_Mesh_ResetTextureState();
8740                 if (skyrendermasked)
8741                 {
8742                         R_SetupShader_DepthOrShadow(false, false, false);
8743                         // depth-only (masking)
8744                         GL_ColorMask(0, 0, 0, 0);
8745                         // just to make sure that braindead drivers don't draw
8746                         // anything despite that colormask...
8747                         GL_BlendFunc(GL_ZERO, GL_ONE);
8748                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8749                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8750                 }
8751                 else
8752                 {
8753                         R_SetupShader_Generic_NoTexture(false, false);
8754                         // fog sky
8755                         GL_BlendFunc(GL_ONE, GL_ZERO);
8756                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8757                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8758                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8759                 }
8760                 RSurf_DrawBatch();
8761                 if (skyrendermasked)
8762                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8763         }
8764         R_Mesh_ResetTextureState();
8765         GL_Color(1, 1, 1, 1);
8766 }
8767
8768 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8769 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8770 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8771 {
8772         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8773                 return;
8774         if (prepass)
8775         {
8776                 // render screenspace normalmap to texture
8777                 GL_DepthMask(true);
8778                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8779                 RSurf_DrawBatch();
8780                 return;
8781         }
8782
8783         // bind lightmap texture
8784
8785         // water/refraction/reflection/camera surfaces have to be handled specially
8786         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8787         {
8788                 int start, end, startplaneindex;
8789                 for (start = 0;start < texturenumsurfaces;start = end)
8790                 {
8791                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8792                         if(startplaneindex < 0)
8793                         {
8794                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8795                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8796                                 end = start + 1;
8797                                 continue;
8798                         }
8799                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8800                                 ;
8801                         // now that we have a batch using the same planeindex, render it
8802                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8803                         {
8804                                 // render water or distortion background
8805                                 GL_DepthMask(true);
8806                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8807                                 RSurf_DrawBatch();
8808                                 // blend surface on top
8809                                 GL_DepthMask(false);
8810                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8811                                 RSurf_DrawBatch();
8812                         }
8813                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8814                         {
8815                                 // render surface with reflection texture as input
8816                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8817                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8818                                 RSurf_DrawBatch();
8819                         }
8820                 }
8821                 return;
8822         }
8823
8824         // render surface batch normally
8825         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8826         R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8827         RSurf_DrawBatch();
8828 }
8829
8830 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8831 {
8832         int vi;
8833         int j;
8834         int texturesurfaceindex;
8835         int k;
8836         const msurface_t *surface;
8837         float surfacecolor4f[4];
8838
8839 //      R_Mesh_ResetTextureState();
8840         R_SetupShader_Generic_NoTexture(false, false);
8841
8842         GL_BlendFunc(GL_ONE, GL_ZERO);
8843         GL_DepthMask(writedepth);
8844
8845         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8846         vi = 0;
8847         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8848         {
8849                 surface = texturesurfacelist[texturesurfaceindex];
8850                 k = (int)(((size_t)surface) / sizeof(msurface_t));
8851                 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8852                 for (j = 0;j < surface->num_vertices;j++)
8853                 {
8854                         Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8855                         vi++;
8856                 }
8857         }
8858         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8859         RSurf_DrawBatch();
8860 }
8861
8862 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8863 {
8864         CHECKGLERROR
8865         RSurf_SetupDepthAndCulling();
8866         if (r_showsurfaces.integer && r_refdef.view.showdebug)
8867         {
8868                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8869                 return;
8870         }
8871         switch (vid.renderpath)
8872         {
8873         case RENDERPATH_GL32:
8874         case RENDERPATH_GLES2:
8875                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8876                 break;
8877         }
8878         CHECKGLERROR
8879 }
8880
8881 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8882 {
8883         int i, j;
8884         int texturenumsurfaces, endsurface;
8885         texture_t *texture;
8886         const msurface_t *surface;
8887         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8888
8889         RSurf_ActiveModelEntity(ent, true, true, false);
8890
8891         if (r_transparentdepthmasking.integer)
8892         {
8893                 qboolean setup = false;
8894                 for (i = 0;i < numsurfaces;i = j)
8895                 {
8896                         j = i + 1;
8897                         surface = rsurface.modelsurfaces + surfacelist[i];
8898                         texture = surface->texture;
8899                         rsurface.texture = R_GetCurrentTexture(texture);
8900                         rsurface.lightmaptexture = NULL;
8901                         rsurface.deluxemaptexture = NULL;
8902                         rsurface.uselightmaptexture = false;
8903                         // scan ahead until we find a different texture
8904                         endsurface = min(i + 1024, numsurfaces);
8905                         texturenumsurfaces = 0;
8906                         texturesurfacelist[texturenumsurfaces++] = surface;
8907                         for (;j < endsurface;j++)
8908                         {
8909                                 surface = rsurface.modelsurfaces + surfacelist[j];
8910                                 if (texture != surface->texture)
8911                                         break;
8912                                 texturesurfacelist[texturenumsurfaces++] = surface;
8913                         }
8914                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8915                                 continue;
8916                         // render the range of surfaces as depth
8917                         if (!setup)
8918                         {
8919                                 setup = true;
8920                                 GL_ColorMask(0,0,0,0);
8921                                 GL_Color(1,1,1,1);
8922                                 GL_DepthTest(true);
8923                                 GL_BlendFunc(GL_ONE, GL_ZERO);
8924                                 GL_DepthMask(true);
8925 //                              R_Mesh_ResetTextureState();
8926                         }
8927                         RSurf_SetupDepthAndCulling();
8928                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8929                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8930                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8931                         RSurf_DrawBatch();
8932                 }
8933                 if (setup)
8934                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8935         }
8936
8937         for (i = 0;i < numsurfaces;i = j)
8938         {
8939                 j = i + 1;
8940                 surface = rsurface.modelsurfaces + surfacelist[i];
8941                 texture = surface->texture;
8942                 rsurface.texture = R_GetCurrentTexture(texture);
8943                 // scan ahead until we find a different texture
8944                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8945                 texturenumsurfaces = 0;
8946                 texturesurfacelist[texturenumsurfaces++] = surface;
8947                 if(FAKELIGHT_ENABLED)
8948                 {
8949                         rsurface.lightmaptexture = NULL;
8950                         rsurface.deluxemaptexture = NULL;
8951                         rsurface.uselightmaptexture = false;
8952                         for (;j < endsurface;j++)
8953                         {
8954                                 surface = rsurface.modelsurfaces + surfacelist[j];
8955                                 if (texture != surface->texture)
8956                                         break;
8957                                 texturesurfacelist[texturenumsurfaces++] = surface;
8958                         }
8959                 }
8960                 else
8961                 {
8962                         rsurface.lightmaptexture = surface->lightmaptexture;
8963                         rsurface.deluxemaptexture = surface->deluxemaptexture;
8964                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8965                         for (;j < endsurface;j++)
8966                         {
8967                                 surface = rsurface.modelsurfaces + surfacelist[j];
8968                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8969                                         break;
8970                                 texturesurfacelist[texturenumsurfaces++] = surface;
8971                         }
8972                 }
8973                 // render the range of surfaces
8974                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
8975         }
8976         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8977 }
8978
8979 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8980 {
8981         // transparent surfaces get pushed off into the transparent queue
8982         int surfacelistindex;
8983         const msurface_t *surface;
8984         vec3_t tempcenter, center;
8985         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8986         {
8987                 surface = texturesurfacelist[surfacelistindex];
8988                 if (r_transparent_sortsurfacesbynearest.integer)
8989                 {
8990                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8991                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8992                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8993                 }
8994                 else
8995                 {
8996                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8997                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8998                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8999                 }
9000                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9001                 if (rsurface.entity->transparent_offset) // transparent offset
9002                 {
9003                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9004                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9005                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9006                 }
9007                 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);
9008         }
9009 }
9010
9011 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9012 {
9013         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9014                 return;
9015         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9016                 return;
9017         RSurf_SetupDepthAndCulling();
9018         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9019         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9020         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9021         RSurf_DrawBatch();
9022 }
9023
9024 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9025 {
9026         CHECKGLERROR
9027         if (ui)
9028                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9029         else if (depthonly)
9030                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9031         else if (prepass)
9032         {
9033                 if (!rsurface.texture->currentnumlayers)
9034                         return;
9035                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9036                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9037                 else
9038                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9039         }
9040         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9041                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9042         else if (!rsurface.texture->currentnumlayers)
9043                 return;
9044         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9045         {
9046                 // in the deferred case, transparent surfaces were queued during prepass
9047                 if (!r_shadow_usingdeferredprepass)
9048                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9049         }
9050         else
9051         {
9052                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9053                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9054         }
9055         CHECKGLERROR
9056 }
9057
9058 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9059 {
9060         int i, j;
9061         texture_t *texture;
9062         R_FrameData_SetMark();
9063         // break the surface list down into batches by texture and use of lightmapping
9064         for (i = 0;i < numsurfaces;i = j)
9065         {
9066                 j = i + 1;
9067                 // texture is the base texture pointer, rsurface.texture is the
9068                 // current frame/skin the texture is directing us to use (for example
9069                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9070                 // use skin 1 instead)
9071                 texture = surfacelist[i]->texture;
9072                 rsurface.texture = R_GetCurrentTexture(texture);
9073                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9074                 {
9075                         // if this texture is not the kind we want, skip ahead to the next one
9076                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9077                                 ;
9078                         continue;
9079                 }
9080                 if(FAKELIGHT_ENABLED || depthonly || prepass)
9081                 {
9082                         rsurface.lightmaptexture = NULL;
9083                         rsurface.deluxemaptexture = NULL;
9084                         rsurface.uselightmaptexture = false;
9085                         // simply scan ahead until we find a different texture or lightmap state
9086                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9087                                 ;
9088                 }
9089                 else
9090                 {
9091                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9092                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9093                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9094                         // simply scan ahead until we find a different texture or lightmap state
9095                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9096                                 ;
9097                 }
9098                 // render the range of surfaces
9099                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9100         }
9101         R_FrameData_ReturnToMark();
9102 }
9103
9104 float locboxvertex3f[6*4*3] =
9105 {
9106         1,0,1, 1,0,0, 1,1,0, 1,1,1,
9107         0,1,1, 0,1,0, 0,0,0, 0,0,1,
9108         1,1,1, 1,1,0, 0,1,0, 0,1,1,
9109         0,0,1, 0,0,0, 1,0,0, 1,0,1,
9110         0,0,1, 1,0,1, 1,1,1, 0,1,1,
9111         1,0,0, 0,0,0, 0,1,0, 1,1,0
9112 };
9113
9114 unsigned short locboxelements[6*2*3] =
9115 {
9116          0, 1, 2, 0, 2, 3,
9117          4, 5, 6, 4, 6, 7,
9118          8, 9,10, 8,10,11,
9119         12,13,14, 12,14,15,
9120         16,17,18, 16,18,19,
9121         20,21,22, 20,22,23
9122 };
9123
9124 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9125 {
9126         int i, j;
9127         cl_locnode_t *loc = (cl_locnode_t *)ent;
9128         vec3_t mins, size;
9129         float vertex3f[6*4*3];
9130         CHECKGLERROR
9131         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9132         GL_DepthMask(false);
9133         GL_DepthRange(0, 1);
9134         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9135         GL_DepthTest(true);
9136         GL_CullFace(GL_NONE);
9137         R_EntityMatrix(&identitymatrix);
9138
9139 //      R_Mesh_ResetTextureState();
9140
9141         i = surfacelist[0];
9142         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9143                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9144                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9145                         surfacelist[0] < 0 ? 0.5f : 0.125f);
9146
9147         if (VectorCompare(loc->mins, loc->maxs))
9148         {
9149                 VectorSet(size, 2, 2, 2);
9150                 VectorMA(loc->mins, -0.5f, size, mins);
9151         }
9152         else
9153         {
9154                 VectorCopy(loc->mins, mins);
9155                 VectorSubtract(loc->maxs, loc->mins, size);
9156         }
9157
9158         for (i = 0;i < 6*4*3;)
9159                 for (j = 0;j < 3;j++, i++)
9160                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9161
9162         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9163         R_SetupShader_Generic_NoTexture(false, false);
9164         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9165 }
9166
9167 void R_DrawLocs(void)
9168 {
9169         int index;
9170         cl_locnode_t *loc, *nearestloc;
9171         vec3_t center;
9172         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9173         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9174         {
9175                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9176                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9177         }
9178 }
9179
9180 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9181 {
9182         if (decalsystem->decals)
9183                 Mem_Free(decalsystem->decals);
9184         memset(decalsystem, 0, sizeof(*decalsystem));
9185 }
9186
9187 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)
9188 {
9189         tridecal_t *decal;
9190         tridecal_t *decals;
9191         int i;
9192
9193         // expand or initialize the system
9194         if (decalsystem->maxdecals <= decalsystem->numdecals)
9195         {
9196                 decalsystem_t old = *decalsystem;
9197                 qboolean useshortelements;
9198                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9199                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9200                 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)));
9201                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9202                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9203                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9204                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9205                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9206                 if (decalsystem->numdecals)
9207                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9208                 if (old.decals)
9209                         Mem_Free(old.decals);
9210                 for (i = 0;i < decalsystem->maxdecals*3;i++)
9211                         decalsystem->element3i[i] = i;
9212                 if (useshortelements)
9213                         for (i = 0;i < decalsystem->maxdecals*3;i++)
9214                                 decalsystem->element3s[i] = i;
9215         }
9216
9217         // grab a decal and search for another free slot for the next one
9218         decals = decalsystem->decals;
9219         decal = decalsystem->decals + (i = decalsystem->freedecal++);
9220         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9221                 ;
9222         decalsystem->freedecal = i;
9223         if (decalsystem->numdecals <= i)
9224                 decalsystem->numdecals = i + 1;
9225
9226         // initialize the decal
9227         decal->lived = 0;
9228         decal->triangleindex = triangleindex;
9229         decal->surfaceindex = surfaceindex;
9230         decal->decalsequence = decalsequence;
9231         decal->color4f[0][0] = c0[0];
9232         decal->color4f[0][1] = c0[1];
9233         decal->color4f[0][2] = c0[2];
9234         decal->color4f[0][3] = 1;
9235         decal->color4f[1][0] = c1[0];
9236         decal->color4f[1][1] = c1[1];
9237         decal->color4f[1][2] = c1[2];
9238         decal->color4f[1][3] = 1;
9239         decal->color4f[2][0] = c2[0];
9240         decal->color4f[2][1] = c2[1];
9241         decal->color4f[2][2] = c2[2];
9242         decal->color4f[2][3] = 1;
9243         decal->vertex3f[0][0] = v0[0];
9244         decal->vertex3f[0][1] = v0[1];
9245         decal->vertex3f[0][2] = v0[2];
9246         decal->vertex3f[1][0] = v1[0];
9247         decal->vertex3f[1][1] = v1[1];
9248         decal->vertex3f[1][2] = v1[2];
9249         decal->vertex3f[2][0] = v2[0];
9250         decal->vertex3f[2][1] = v2[1];
9251         decal->vertex3f[2][2] = v2[2];
9252         decal->texcoord2f[0][0] = t0[0];
9253         decal->texcoord2f[0][1] = t0[1];
9254         decal->texcoord2f[1][0] = t1[0];
9255         decal->texcoord2f[1][1] = t1[1];
9256         decal->texcoord2f[2][0] = t2[0];
9257         decal->texcoord2f[2][1] = t2[1];
9258         TriangleNormal(v0, v1, v2, decal->plane);
9259         VectorNormalize(decal->plane);
9260         decal->plane[3] = DotProduct(v0, decal->plane);
9261 }
9262
9263 extern cvar_t cl_decals_bias;
9264 extern cvar_t cl_decals_models;
9265 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9266 // baseparms, parms, temps
9267 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)
9268 {
9269         int cornerindex;
9270         int index;
9271         float v[9][3];
9272         const float *vertex3f;
9273         const float *normal3f;
9274         int numpoints;
9275         float points[2][9][3];
9276         float temp[3];
9277         float tc[9][2];
9278         float f;
9279         float c[9][4];
9280         const int *e;
9281
9282         e = rsurface.modelelement3i + 3*triangleindex;
9283
9284         vertex3f = rsurface.modelvertex3f;
9285         normal3f = rsurface.modelnormal3f;
9286
9287         if (normal3f)
9288         {
9289                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9290                 {
9291                         index = 3*e[cornerindex];
9292                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9293                 }
9294         }
9295         else
9296         {
9297                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9298                 {
9299                         index = 3*e[cornerindex];
9300                         VectorCopy(vertex3f + index, v[cornerindex]);
9301                 }
9302         }
9303
9304         // cull backfaces
9305         //TriangleNormal(v[0], v[1], v[2], normal);
9306         //if (DotProduct(normal, localnormal) < 0.0f)
9307         //      continue;
9308         // clip by each of the box planes formed from the projection matrix
9309         // if anything survives, we emit the decal
9310         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]);
9311         if (numpoints < 3)
9312                 return;
9313         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]);
9314         if (numpoints < 3)
9315                 return;
9316         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]);
9317         if (numpoints < 3)
9318                 return;
9319         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]);
9320         if (numpoints < 3)
9321                 return;
9322         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]);
9323         if (numpoints < 3)
9324                 return;
9325         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]);
9326         if (numpoints < 3)
9327                 return;
9328         // some part of the triangle survived, so we have to accept it...
9329         if (dynamic)
9330         {
9331                 // dynamic always uses the original triangle
9332                 numpoints = 3;
9333                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9334                 {
9335                         index = 3*e[cornerindex];
9336                         VectorCopy(vertex3f + index, v[cornerindex]);
9337                 }
9338         }
9339         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9340         {
9341                 // convert vertex positions to texcoords
9342                 Matrix4x4_Transform(projection, v[cornerindex], temp);
9343                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9344                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9345                 // calculate distance fade from the projection origin
9346                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9347                 f = bound(0.0f, f, 1.0f);
9348                 c[cornerindex][0] = r * f;
9349                 c[cornerindex][1] = g * f;
9350                 c[cornerindex][2] = b * f;
9351                 c[cornerindex][3] = 1.0f;
9352                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9353         }
9354         if (dynamic)
9355                 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);
9356         else
9357                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9358                         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);
9359 }
9360 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)
9361 {
9362         matrix4x4_t projection;
9363         decalsystem_t *decalsystem;
9364         qboolean dynamic;
9365         dp_model_t *model;
9366         const msurface_t *surface;
9367         const msurface_t *surfaces;
9368         const int *surfacelist;
9369         const texture_t *texture;
9370         int numtriangles;
9371         int numsurfacelist;
9372         int surfacelistindex;
9373         int surfaceindex;
9374         int triangleindex;
9375         float localorigin[3];
9376         float localnormal[3];
9377         float localmins[3];
9378         float localmaxs[3];
9379         float localsize;
9380         //float normal[3];
9381         float planes[6][4];
9382         float angles[3];
9383         bih_t *bih;
9384         int bih_triangles_count;
9385         int bih_triangles[256];
9386         int bih_surfaces[256];
9387
9388         decalsystem = &ent->decalsystem;
9389         model = ent->model;
9390         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9391         {
9392                 R_DecalSystem_Reset(&ent->decalsystem);
9393                 return;
9394         }
9395
9396         if (!model->brush.data_leafs && !cl_decals_models.integer)
9397         {
9398                 if (decalsystem->model)
9399                         R_DecalSystem_Reset(decalsystem);
9400                 return;
9401         }
9402
9403         if (decalsystem->model != model)
9404                 R_DecalSystem_Reset(decalsystem);
9405         decalsystem->model = model;
9406
9407         RSurf_ActiveModelEntity(ent, true, false, false);
9408
9409         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9410         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9411         VectorNormalize(localnormal);
9412         localsize = worldsize*rsurface.inversematrixscale;
9413         localmins[0] = localorigin[0] - localsize;
9414         localmins[1] = localorigin[1] - localsize;
9415         localmins[2] = localorigin[2] - localsize;
9416         localmaxs[0] = localorigin[0] + localsize;
9417         localmaxs[1] = localorigin[1] + localsize;
9418         localmaxs[2] = localorigin[2] + localsize;
9419
9420         //VectorCopy(localnormal, planes[4]);
9421         //VectorVectors(planes[4], planes[2], planes[0]);
9422         AnglesFromVectors(angles, localnormal, NULL, false);
9423         AngleVectors(angles, planes[0], planes[2], planes[4]);
9424         VectorNegate(planes[0], planes[1]);
9425         VectorNegate(planes[2], planes[3]);
9426         VectorNegate(planes[4], planes[5]);
9427         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9428         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9429         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9430         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9431         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9432         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9433
9434 #if 1
9435 // works
9436 {
9437         matrix4x4_t forwardprojection;
9438         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9439         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9440 }
9441 #else
9442 // broken
9443 {
9444         float projectionvector[4][3];
9445         VectorScale(planes[0], ilocalsize, projectionvector[0]);
9446         VectorScale(planes[2], ilocalsize, projectionvector[1]);
9447         VectorScale(planes[4], ilocalsize, projectionvector[2]);
9448         projectionvector[0][0] = planes[0][0] * ilocalsize;
9449         projectionvector[0][1] = planes[1][0] * ilocalsize;
9450         projectionvector[0][2] = planes[2][0] * ilocalsize;
9451         projectionvector[1][0] = planes[0][1] * ilocalsize;
9452         projectionvector[1][1] = planes[1][1] * ilocalsize;
9453         projectionvector[1][2] = planes[2][1] * ilocalsize;
9454         projectionvector[2][0] = planes[0][2] * ilocalsize;
9455         projectionvector[2][1] = planes[1][2] * ilocalsize;
9456         projectionvector[2][2] = planes[2][2] * ilocalsize;
9457         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9458         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9459         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9460         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9461 }
9462 #endif
9463
9464         dynamic = model->surfmesh.isanimated;
9465         numsurfacelist = model->nummodelsurfaces;
9466         surfacelist = model->sortedmodelsurfaces;
9467         surfaces = model->data_surfaces;
9468
9469         bih = NULL;
9470         bih_triangles_count = -1;
9471         if(!dynamic)
9472         {
9473                 if(model->render_bih.numleafs)
9474                         bih = &model->render_bih;
9475                 else if(model->collision_bih.numleafs)
9476                         bih = &model->collision_bih;
9477         }
9478         if(bih)
9479                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9480         if(bih_triangles_count == 0)
9481                 return;
9482         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9483                 return;
9484         if(bih_triangles_count > 0)
9485         {
9486                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9487                 {
9488                         surfaceindex = bih_surfaces[triangleindex];
9489                         surface = surfaces + surfaceindex;
9490                         texture = surface->texture;
9491                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9492                                 continue;
9493                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9494                                 continue;
9495                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9496                 }
9497         }
9498         else
9499         {
9500                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9501                 {
9502                         surfaceindex = surfacelist[surfacelistindex];
9503                         surface = surfaces + surfaceindex;
9504                         // check cull box first because it rejects more than any other check
9505                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9506                                 continue;
9507                         // skip transparent surfaces
9508                         texture = surface->texture;
9509                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9510                                 continue;
9511                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9512                                 continue;
9513                         numtriangles = surface->num_triangles;
9514                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9515                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9516                 }
9517         }
9518 }
9519
9520 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9521 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)
9522 {
9523         int renderentityindex;
9524         float worldmins[3];
9525         float worldmaxs[3];
9526         entity_render_t *ent;
9527
9528         if (!cl_decals_newsystem.integer)
9529                 return;
9530
9531         worldmins[0] = worldorigin[0] - worldsize;
9532         worldmins[1] = worldorigin[1] - worldsize;
9533         worldmins[2] = worldorigin[2] - worldsize;
9534         worldmaxs[0] = worldorigin[0] + worldsize;
9535         worldmaxs[1] = worldorigin[1] + worldsize;
9536         worldmaxs[2] = worldorigin[2] + worldsize;
9537
9538         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9539
9540         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9541         {
9542                 ent = r_refdef.scene.entities[renderentityindex];
9543                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9544                         continue;
9545
9546                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9547         }
9548 }
9549
9550 typedef struct r_decalsystem_splatqueue_s
9551 {
9552         vec3_t worldorigin;
9553         vec3_t worldnormal;
9554         float color[4];
9555         float tcrange[4];
9556         float worldsize;
9557         unsigned int decalsequence;
9558 }
9559 r_decalsystem_splatqueue_t;
9560
9561 int r_decalsystem_numqueued = 0;
9562 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9563
9564 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)
9565 {
9566         r_decalsystem_splatqueue_t *queue;
9567
9568         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9569                 return;
9570
9571         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9572         VectorCopy(worldorigin, queue->worldorigin);
9573         VectorCopy(worldnormal, queue->worldnormal);
9574         Vector4Set(queue->color, r, g, b, a);
9575         Vector4Set(queue->tcrange, s1, t1, s2, t2);
9576         queue->worldsize = worldsize;
9577         queue->decalsequence = cl.decalsequence++;
9578 }
9579
9580 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9581 {
9582         int i;
9583         r_decalsystem_splatqueue_t *queue;
9584
9585         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9586                 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);
9587         r_decalsystem_numqueued = 0;
9588 }
9589
9590 extern cvar_t cl_decals_max;
9591 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9592 {
9593         int i;
9594         decalsystem_t *decalsystem = &ent->decalsystem;
9595         int numdecals;
9596         unsigned int killsequence;
9597         tridecal_t *decal;
9598         float frametime;
9599         float lifetime;
9600
9601         if (!decalsystem->numdecals)
9602                 return;
9603
9604         if (r_showsurfaces.integer)
9605                 return;
9606
9607         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9608         {
9609                 R_DecalSystem_Reset(decalsystem);
9610                 return;
9611         }
9612
9613         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9614         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9615
9616         if (decalsystem->lastupdatetime)
9617                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9618         else
9619                 frametime = 0;
9620         decalsystem->lastupdatetime = r_refdef.scene.time;
9621         numdecals = decalsystem->numdecals;
9622
9623         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9624         {
9625                 if (decal->color4f[0][3])
9626                 {
9627                         decal->lived += frametime;
9628                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9629                         {
9630                                 memset(decal, 0, sizeof(*decal));
9631                                 if (decalsystem->freedecal > i)
9632                                         decalsystem->freedecal = i;
9633                         }
9634                 }
9635         }
9636         decal = decalsystem->decals;
9637         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9638                 numdecals--;
9639
9640         // collapse the array by shuffling the tail decals into the gaps
9641         for (;;)
9642         {
9643                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9644                         decalsystem->freedecal++;
9645                 if (decalsystem->freedecal == numdecals)
9646                         break;
9647                 decal[decalsystem->freedecal] = decal[--numdecals];
9648         }
9649
9650         decalsystem->numdecals = numdecals;
9651
9652         if (numdecals <= 0)
9653         {
9654                 // if there are no decals left, reset decalsystem
9655                 R_DecalSystem_Reset(decalsystem);
9656         }
9657 }
9658
9659 extern skinframe_t *decalskinframe;
9660 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9661 {
9662         int i;
9663         decalsystem_t *decalsystem = &ent->decalsystem;
9664         int numdecals;
9665         tridecal_t *decal;
9666         float faderate;
9667         float alpha;
9668         float *v3f;
9669         float *c4f;
9670         float *t2f;
9671         const int *e;
9672         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9673         int numtris = 0;
9674
9675         numdecals = decalsystem->numdecals;
9676         if (!numdecals)
9677                 return;
9678
9679         if (r_showsurfaces.integer)
9680                 return;
9681
9682         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9683         {
9684                 R_DecalSystem_Reset(decalsystem);
9685                 return;
9686         }
9687
9688         // if the model is static it doesn't matter what value we give for
9689         // wantnormals and wanttangents, so this logic uses only rules applicable
9690         // to a model, knowing that they are meaningless otherwise
9691         RSurf_ActiveModelEntity(ent, false, false, false);
9692
9693         decalsystem->lastupdatetime = r_refdef.scene.time;
9694
9695         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9696
9697         // update vertex positions for animated models
9698         v3f = decalsystem->vertex3f;
9699         c4f = decalsystem->color4f;
9700         t2f = decalsystem->texcoord2f;
9701         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9702         {
9703                 if (!decal->color4f[0][3])
9704                         continue;
9705
9706                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9707                         continue;
9708
9709                 // skip backfaces
9710                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9711                         continue;
9712
9713                 // update color values for fading decals
9714                 if (decal->lived >= cl_decals_time.value)
9715                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9716                 else
9717                         alpha = 1.0f;
9718
9719                 c4f[ 0] = decal->color4f[0][0] * alpha;
9720                 c4f[ 1] = decal->color4f[0][1] * alpha;
9721                 c4f[ 2] = decal->color4f[0][2] * alpha;
9722                 c4f[ 3] = 1;
9723                 c4f[ 4] = decal->color4f[1][0] * alpha;
9724                 c4f[ 5] = decal->color4f[1][1] * alpha;
9725                 c4f[ 6] = decal->color4f[1][2] * alpha;
9726                 c4f[ 7] = 1;
9727                 c4f[ 8] = decal->color4f[2][0] * alpha;
9728                 c4f[ 9] = decal->color4f[2][1] * alpha;
9729                 c4f[10] = decal->color4f[2][2] * alpha;
9730                 c4f[11] = 1;
9731
9732                 t2f[0] = decal->texcoord2f[0][0];
9733                 t2f[1] = decal->texcoord2f[0][1];
9734                 t2f[2] = decal->texcoord2f[1][0];
9735                 t2f[3] = decal->texcoord2f[1][1];
9736                 t2f[4] = decal->texcoord2f[2][0];
9737                 t2f[5] = decal->texcoord2f[2][1];
9738
9739                 // update vertex positions for animated models
9740                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9741                 {
9742                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9743                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9744                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9745                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9746                 }
9747                 else
9748                 {
9749                         VectorCopy(decal->vertex3f[0], v3f);
9750                         VectorCopy(decal->vertex3f[1], v3f + 3);
9751                         VectorCopy(decal->vertex3f[2], v3f + 6);
9752                 }
9753
9754                 if (r_refdef.fogenabled)
9755                 {
9756                         alpha = RSurf_FogVertex(v3f);
9757                         VectorScale(c4f, alpha, c4f);
9758                         alpha = RSurf_FogVertex(v3f + 3);
9759                         VectorScale(c4f + 4, alpha, c4f + 4);
9760                         alpha = RSurf_FogVertex(v3f + 6);
9761                         VectorScale(c4f + 8, alpha, c4f + 8);
9762                 }
9763
9764                 v3f += 9;
9765                 c4f += 12;
9766                 t2f += 6;
9767                 numtris++;
9768         }
9769
9770         if (numtris > 0)
9771         {
9772                 r_refdef.stats[r_stat_drawndecals] += numtris;
9773
9774                 // now render the decals all at once
9775                 // (this assumes they all use one particle font texture!)
9776                 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);
9777 //              R_Mesh_ResetTextureState();
9778                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9779                 GL_DepthMask(false);
9780                 GL_DepthRange(0, 1);
9781                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9782                 GL_DepthTest(true);
9783                 GL_CullFace(GL_NONE);
9784                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9785                 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9786                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9787         }
9788 }
9789
9790 static void R_DrawModelDecals(void)
9791 {
9792         int i, numdecals;
9793
9794         // fade faster when there are too many decals
9795         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9796         for (i = 0;i < r_refdef.scene.numentities;i++)
9797                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9798
9799         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9800         for (i = 0;i < r_refdef.scene.numentities;i++)
9801                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9802                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9803
9804         R_DecalSystem_ApplySplatEntitiesQueue();
9805
9806         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9807         for (i = 0;i < r_refdef.scene.numentities;i++)
9808                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9809
9810         r_refdef.stats[r_stat_totaldecals] += numdecals;
9811
9812         if (r_showsurfaces.integer)
9813                 return;
9814
9815         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9816
9817         for (i = 0;i < r_refdef.scene.numentities;i++)
9818         {
9819                 if (!r_refdef.viewcache.entityvisible[i])
9820                         continue;
9821                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9822                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9823         }
9824 }
9825
9826 extern cvar_t mod_collision_bih;
9827 static void R_DrawDebugModel(void)
9828 {
9829         entity_render_t *ent = rsurface.entity;
9830         int i, j, flagsmask;
9831         const msurface_t *surface;
9832         dp_model_t *model = ent->model;
9833
9834         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9835                 return;
9836
9837         if (r_showoverdraw.value > 0)
9838         {
9839                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9840                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9841                 R_SetupShader_Generic_NoTexture(false, false);
9842                 GL_DepthTest(false);
9843                 GL_DepthMask(false);
9844                 GL_DepthRange(0, 1);
9845                 GL_BlendFunc(GL_ONE, GL_ONE);
9846                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9847                 {
9848                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9849                                 continue;
9850                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9851                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9852                         {
9853                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9854                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9855                                 if (!rsurface.texture->currentlayers->depthmask)
9856                                         GL_Color(c, 0, 0, 1.0f);
9857                                 else if (ent == r_refdef.scene.worldentity)
9858                                         GL_Color(c, c, c, 1.0f);
9859                                 else
9860                                         GL_Color(0, c, 0, 1.0f);
9861                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9862                                 RSurf_DrawBatch();
9863                         }
9864                 }
9865                 rsurface.texture = NULL;
9866         }
9867
9868         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9869
9870 //      R_Mesh_ResetTextureState();
9871         R_SetupShader_Generic_NoTexture(false, false);
9872         GL_DepthRange(0, 1);
9873         GL_DepthTest(!r_showdisabledepthtest.integer);
9874         GL_DepthMask(false);
9875         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9876
9877         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9878         {
9879                 int triangleindex;
9880                 int bihleafindex;
9881                 qboolean cullbox = false;
9882                 const q3mbrush_t *brush;
9883                 const bih_t *bih = &model->collision_bih;
9884                 const bih_leaf_t *bihleaf;
9885                 float vertex3f[3][3];
9886                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9887                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9888                 {
9889                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9890                                 continue;
9891                         switch (bihleaf->type)
9892                         {
9893                         case BIH_BRUSH:
9894                                 brush = model->brush.data_brushes + bihleaf->itemindex;
9895                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
9896                                 {
9897                                         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);
9898                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9899                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9900                                 }
9901                                 break;
9902                         case BIH_COLLISIONTRIANGLE:
9903                                 triangleindex = bihleaf->itemindex;
9904                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9905                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9906                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9907                                 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);
9908                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9909                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9910                                 break;
9911                         case BIH_RENDERTRIANGLE:
9912                                 triangleindex = bihleaf->itemindex;
9913                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9914                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9915                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9916                                 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);
9917                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9918                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9919                                 break;
9920                         }
9921                 }
9922         }
9923
9924         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9925
9926 #ifndef USE_GLES2
9927         if (r_showtris.value > 0 && qglPolygonMode)
9928         {
9929                 if (r_showdisabledepthtest.integer)
9930                 {
9931                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9932                         GL_DepthMask(false);
9933                 }
9934                 else
9935                 {
9936                         GL_BlendFunc(GL_ONE, GL_ZERO);
9937                         GL_DepthMask(true);
9938                 }
9939                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9940                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9941                 {
9942                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9943                                 continue;
9944                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9945                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9946                         {
9947                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9948                                 if (!rsurface.texture->currentlayers->depthmask)
9949                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9950                                 else if (ent == r_refdef.scene.worldentity)
9951                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9952                                 else
9953                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9954                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9955                                 RSurf_DrawBatch();
9956                         }
9957                 }
9958                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9959                 rsurface.texture = NULL;
9960         }
9961
9962 # if 0
9963         // FIXME!  implement r_shownormals with just triangles
9964         if (r_shownormals.value != 0 && qglBegin)
9965         {
9966                 int l, k;
9967                 vec3_t v;
9968                 if (r_showdisabledepthtest.integer)
9969                 {
9970                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9971                         GL_DepthMask(false);
9972                 }
9973                 else
9974                 {
9975                         GL_BlendFunc(GL_ONE, GL_ZERO);
9976                         GL_DepthMask(true);
9977                 }
9978                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9979                 {
9980                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9981                                 continue;
9982                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9983                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9984                         {
9985                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9986                                 qglBegin(GL_LINES);
9987                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9988                                 {
9989                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9990                                         {
9991                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9992                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9993                                                 qglVertex3f(v[0], v[1], v[2]);
9994                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9995                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9996                                                 qglVertex3f(v[0], v[1], v[2]);
9997                                         }
9998                                 }
9999                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10000                                 {
10001                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10002                                         {
10003                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10004                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10005                                                 qglVertex3f(v[0], v[1], v[2]);
10006                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10007                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10008                                                 qglVertex3f(v[0], v[1], v[2]);
10009                                         }
10010                                 }
10011                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10012                                 {
10013                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10014                                         {
10015                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10016                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10017                                                 qglVertex3f(v[0], v[1], v[2]);
10018                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10019                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10020                                                 qglVertex3f(v[0], v[1], v[2]);
10021                                         }
10022                                 }
10023                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10024                                 {
10025                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10026                                         {
10027                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10028                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10029                                                 qglVertex3f(v[0], v[1], v[2]);
10030                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10031                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10032                                                 qglVertex3f(v[0], v[1], v[2]);
10033                                         }
10034                                 }
10035                                 qglEnd();
10036                                 CHECKGLERROR
10037                         }
10038                 }
10039                 rsurface.texture = NULL;
10040         }
10041 # endif
10042 #endif
10043 }
10044
10045 int r_maxsurfacelist = 0;
10046 const msurface_t **r_surfacelist = NULL;
10047 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10048 {
10049         int i, j, endj, flagsmask;
10050         dp_model_t *model = ent->model;
10051         msurface_t *surfaces;
10052         unsigned char *update;
10053         int numsurfacelist = 0;
10054         if (model == NULL)
10055                 return;
10056
10057         if (r_maxsurfacelist < model->num_surfaces)
10058         {
10059                 r_maxsurfacelist = model->num_surfaces;
10060                 if (r_surfacelist)
10061                         Mem_Free((msurface_t **)r_surfacelist);
10062                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10063         }
10064
10065         if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10066                 RSurf_ActiveModelEntity(ent, false, false, false);
10067         else if (prepass)
10068                 RSurf_ActiveModelEntity(ent, true, true, true);
10069         else if (depthonly)
10070                 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10071         else
10072                 RSurf_ActiveModelEntity(ent, true, true, false);
10073
10074         surfaces = model->data_surfaces;
10075         update = model->brushq1.lightmapupdateflags;
10076
10077         // update light styles
10078         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10079         {
10080                 model_brush_lightstyleinfo_t *style;
10081                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10082                 {
10083                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
10084                         {
10085                                 int *list = style->surfacelist;
10086                                 style->value = r_refdef.scene.lightstylevalue[style->style];
10087                                 for (j = 0;j < style->numsurfaces;j++)
10088                                         update[list[j]] = true;
10089                         }
10090                 }
10091         }
10092
10093         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10094
10095         if (debug)
10096         {
10097                 R_DrawDebugModel();
10098                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10099                 return;
10100         }
10101
10102         rsurface.lightmaptexture = NULL;
10103         rsurface.deluxemaptexture = NULL;
10104         rsurface.uselightmaptexture = false;
10105         rsurface.texture = NULL;
10106         rsurface.rtlight = NULL;
10107         numsurfacelist = 0;
10108         // add visible surfaces to draw list
10109         if (ent == r_refdef.scene.worldentity)
10110         {
10111                 // for the world entity, check surfacevisible
10112                 for (i = 0;i < model->nummodelsurfaces;i++)
10113                 {
10114                         j = model->sortedmodelsurfaces[i];
10115                         if (r_refdef.viewcache.world_surfacevisible[j])
10116                                 r_surfacelist[numsurfacelist++] = surfaces + j;
10117                 }
10118         }
10119         else if (ui)
10120         {
10121                 // for ui we have to preserve the order of surfaces
10122                 for (i = 0; i < model->nummodelsurfaces; i++)
10123                         r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10124         }
10125         else
10126         {
10127                 // add all surfaces
10128                 for (i = 0; i < model->nummodelsurfaces; i++)
10129                         r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10130         }
10131         // don't do anything if there were no surfaces
10132         if (!numsurfacelist)
10133         {
10134                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10135                 return;
10136         }
10137         // update lightmaps if needed
10138         if (update)
10139         {
10140                 int updated = 0;
10141                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10142                 {
10143                         if (update[j])
10144                         {
10145                                 updated++;
10146                                 R_BuildLightMap(ent, surfaces + j);
10147                         }
10148                 }
10149         }
10150
10151         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10152
10153         // add to stats if desired
10154         if (r_speeds.integer && !skysurfaces && !depthonly)
10155         {
10156                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10157                 for (j = 0;j < numsurfacelist;j++)
10158                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10159         }
10160
10161         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10162 }
10163
10164 void R_DebugLine(vec3_t start, vec3_t end)
10165 {
10166         dp_model_t *mod = CL_Mesh_UI();
10167         msurface_t *surf;
10168         int e0, e1, e2, e3;
10169         float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10170         float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10171         float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10172         vec4_t w[2], s[2];
10173
10174         // transform to screen coords first
10175         Vector4Set(w[0], start[0], start[1], start[2], 1);
10176         Vector4Set(w[1], end[0], end[1], end[2], 1);
10177         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10178         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10179         x1 = s[0][0] * vid_conwidth.value / vid.width;
10180         y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10181         x2 = s[1][0] * vid_conwidth.value / vid.width;
10182         y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10183         //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10184
10185         // add the line to the UI mesh for drawing later
10186
10187         // width is measured in real pixels
10188         if (fabs(x2 - x1) > fabs(y2 - y1))
10189         {
10190                 offsetx = 0;
10191                 offsety = 0.5f * width * vid_conheight.value / vid.height;
10192         }
10193         else
10194         {
10195                 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10196                 offsety = 0;
10197         }
10198         surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10199         e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10200         e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10201         e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10202         e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10203         Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10204         Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10205
10206 }
10207
10208
10209 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10210 {
10211         int q;
10212         static texture_t texture;
10213         static msurface_t surface;
10214         const msurface_t *surfacelist = &surface;
10215
10216         // fake enough texture and surface state to render this geometry
10217
10218         texture.update_lastrenderframe = -1; // regenerate this texture
10219         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10220         texture.basealpha = 1.0f;
10221         texture.currentskinframe = skinframe;
10222         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10223         texture.offsetmapping = OFFSETMAPPING_OFF;
10224         texture.offsetscale = 1;
10225         texture.specularscalemod = 1;
10226         texture.specularpowermod = 1;
10227         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10228         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10229         // JUST GREP FOR "specularscalemod = 1".
10230
10231         for (q = 0; q < 3; q++)
10232         {
10233                 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10234                 texture.render_modellight_lightdir[q] = q == 2;
10235                 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10236                 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10237                 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10238                 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10239                 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10240                 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10241                 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10242                 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10243         }
10244         texture.currentalpha = 1.0f;
10245
10246         surface.texture = &texture;
10247         surface.num_triangles = numtriangles;
10248         surface.num_firsttriangle = firsttriangle;
10249         surface.num_vertices = numvertices;
10250         surface.num_firstvertex = firstvertex;
10251
10252         // now render it
10253         rsurface.texture = R_GetCurrentTexture(surface.texture);
10254         rsurface.lightmaptexture = NULL;
10255         rsurface.deluxemaptexture = NULL;
10256         rsurface.uselightmaptexture = false;
10257         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10258 }
10259
10260 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)
10261 {
10262         static msurface_t surface;
10263         const msurface_t *surfacelist = &surface;
10264
10265         // fake enough texture and surface state to render this geometry
10266         surface.texture = texture;
10267         surface.num_triangles = numtriangles;
10268         surface.num_firsttriangle = firsttriangle;
10269         surface.num_vertices = numvertices;
10270         surface.num_firstvertex = firstvertex;
10271
10272         // now render it
10273         rsurface.texture = R_GetCurrentTexture(surface.texture);
10274         rsurface.lightmaptexture = NULL;
10275         rsurface.deluxemaptexture = NULL;
10276         rsurface.uselightmaptexture = false;
10277         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10278 }