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fixed viewsize issues with r_viewfbo
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
55 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
56 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
57 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
58 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
60 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61
62 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
63 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"};
64 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
65 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)"};
66 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67
68 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"};
69 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
70 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
71 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
72 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
73 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
74 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)"};
75 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
76 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
77 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"};
78 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
79 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
80 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"};
81 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"};
82 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"};
83 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
84 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
85 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
86 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
87 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
88 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
89 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
90 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)"};
91 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)"};
92 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
93 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
94 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
95 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96
97 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
98 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
99 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100
101 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
102 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
103 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
104 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."};
105 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
106 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
107 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
108 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."};
109 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
110 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
111 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
112 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
113 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"};
114 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"};
115 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
117 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
118 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
119 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
120 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"};
121
122 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
123 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
124 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
125 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
126 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
127 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
128 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
129 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
130
131 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)"};
132 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"};
133
134 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
137 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
139
140 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
141 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
142 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
143
144 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"};
145 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"};
146
147 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)"};
148 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
149 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)"};
150 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
151 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)"};
152 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
153 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
154 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)"};
155 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)"};
156 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)"};
157 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)"};
158 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)"};
159 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)"};
160 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)"};
161 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)"};
162
163 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)"};
164 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
165 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"};
166 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
167 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
168 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
169
170 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
171 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
172 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
173 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
174
175 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
176 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
177 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
178 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
179 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
180 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
181 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
182
183 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
184 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
185 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
186 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
187 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
188 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
189 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
190 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
191 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
192 cvar_t r_hdr_irisadaptation_fade = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"};
193
194 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"};
195
196 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"};
197
198 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
199
200 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
201 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
202 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
203 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
204 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
205 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
206 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
207 cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
208 cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
209
210 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
211 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"};
212
213 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."};
214
215 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)"};
216
217 extern cvar_t v_glslgamma;
218
219 extern qboolean v_flipped_state;
220
221 static struct r_bloomstate_s
222 {
223         qboolean enabled;
224         qboolean hdr;
225
226         int bloomwidth, bloomheight;
227
228         textype_t texturetype;
229         int viewfbo; // used to check if r_viewfbo cvar has changed
230
231         int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
232         rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
233         rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
234
235         int screentexturewidth, screentextureheight;
236         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
237
238         int bloomtexturewidth, bloomtextureheight;
239         rtexture_t *texture_bloom;
240
241         // arrays for rendering the screen passes
242         float screentexcoord2f[8];
243         float bloomtexcoord2f[8];
244         float offsettexcoord2f[8];
245
246         r_viewport_t viewport;
247 }
248 r_bloomstate;
249
250 r_waterstate_t r_waterstate;
251
252 /// shadow volume bsp struct with automatically growing nodes buffer
253 svbsp_t r_svbsp;
254
255 rtexture_t *r_texture_blanknormalmap;
256 rtexture_t *r_texture_white;
257 rtexture_t *r_texture_grey128;
258 rtexture_t *r_texture_black;
259 rtexture_t *r_texture_notexture;
260 rtexture_t *r_texture_whitecube;
261 rtexture_t *r_texture_normalizationcube;
262 rtexture_t *r_texture_fogattenuation;
263 rtexture_t *r_texture_fogheighttexture;
264 rtexture_t *r_texture_gammaramps;
265 unsigned int r_texture_gammaramps_serial;
266 //rtexture_t *r_texture_fogintensity;
267 rtexture_t *r_texture_reflectcube;
268
269 // TODO: hash lookups?
270 typedef struct cubemapinfo_s
271 {
272         char basename[64];
273         rtexture_t *texture;
274 }
275 cubemapinfo_t;
276
277 int r_texture_numcubemaps;
278 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
279
280 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
281 unsigned int r_numqueries;
282 unsigned int r_maxqueries;
283
284 typedef struct r_qwskincache_s
285 {
286         char name[MAX_QPATH];
287         skinframe_t *skinframe;
288 }
289 r_qwskincache_t;
290
291 static r_qwskincache_t *r_qwskincache;
292 static int r_qwskincache_size;
293
294 /// vertex coordinates for a quad that covers the screen exactly
295 extern const float r_screenvertex3f[12];
296 extern const float r_d3dscreenvertex3f[12];
297 const float r_screenvertex3f[12] =
298 {
299         0, 0, 0,
300         1, 0, 0,
301         1, 1, 0,
302         0, 1, 0
303 };
304 const float r_d3dscreenvertex3f[12] =
305 {
306         0, 1, 0,
307         1, 1, 0,
308         1, 0, 0,
309         0, 0, 0
310 };
311
312 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
313 {
314         int i;
315         for (i = 0;i < verts;i++)
316         {
317                 out[0] = in[0] * r;
318                 out[1] = in[1] * g;
319                 out[2] = in[2] * b;
320                 out[3] = in[3];
321                 in += 4;
322                 out += 4;
323         }
324 }
325
326 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
327 {
328         int i;
329         for (i = 0;i < verts;i++)
330         {
331                 out[0] = r;
332                 out[1] = g;
333                 out[2] = b;
334                 out[3] = a;
335                 out += 4;
336         }
337 }
338
339 // FIXME: move this to client?
340 void FOG_clear(void)
341 {
342         if (gamemode == GAME_NEHAHRA)
343         {
344                 Cvar_Set("gl_fogenable", "0");
345                 Cvar_Set("gl_fogdensity", "0.2");
346                 Cvar_Set("gl_fogred", "0.3");
347                 Cvar_Set("gl_foggreen", "0.3");
348                 Cvar_Set("gl_fogblue", "0.3");
349         }
350         r_refdef.fog_density = 0;
351         r_refdef.fog_red = 0;
352         r_refdef.fog_green = 0;
353         r_refdef.fog_blue = 0;
354         r_refdef.fog_alpha = 1;
355         r_refdef.fog_start = 0;
356         r_refdef.fog_end = 16384;
357         r_refdef.fog_height = 1<<30;
358         r_refdef.fog_fadedepth = 128;
359         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
360 }
361
362 static void R_BuildBlankTextures(void)
363 {
364         unsigned char data[4];
365         data[2] = 128; // normal X
366         data[1] = 128; // normal Y
367         data[0] = 255; // normal Z
368         data[3] = 128; // height
369         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370         data[0] = 255;
371         data[1] = 255;
372         data[2] = 255;
373         data[3] = 255;
374         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
375         data[0] = 128;
376         data[1] = 128;
377         data[2] = 128;
378         data[3] = 255;
379         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380         data[0] = 0;
381         data[1] = 0;
382         data[2] = 0;
383         data[3] = 255;
384         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 }
386
387 static void R_BuildNoTexture(void)
388 {
389         int x, y;
390         unsigned char pix[16][16][4];
391         // this makes a light grey/dark grey checkerboard texture
392         for (y = 0;y < 16;y++)
393         {
394                 for (x = 0;x < 16;x++)
395                 {
396                         if ((y < 8) ^ (x < 8))
397                         {
398                                 pix[y][x][0] = 128;
399                                 pix[y][x][1] = 128;
400                                 pix[y][x][2] = 128;
401                                 pix[y][x][3] = 255;
402                         }
403                         else
404                         {
405                                 pix[y][x][0] = 64;
406                                 pix[y][x][1] = 64;
407                                 pix[y][x][2] = 64;
408                                 pix[y][x][3] = 255;
409                         }
410                 }
411         }
412         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
413 }
414
415 static void R_BuildWhiteCube(void)
416 {
417         unsigned char data[6*1*1*4];
418         memset(data, 255, sizeof(data));
419         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
420 }
421
422 static void R_BuildNormalizationCube(void)
423 {
424         int x, y, side;
425         vec3_t v;
426         vec_t s, t, intensity;
427 #define NORMSIZE 64
428         unsigned char *data;
429         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
430         for (side = 0;side < 6;side++)
431         {
432                 for (y = 0;y < NORMSIZE;y++)
433                 {
434                         for (x = 0;x < NORMSIZE;x++)
435                         {
436                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
438                                 switch(side)
439                                 {
440                                 default:
441                                 case 0:
442                                         v[0] = 1;
443                                         v[1] = -t;
444                                         v[2] = -s;
445                                         break;
446                                 case 1:
447                                         v[0] = -1;
448                                         v[1] = -t;
449                                         v[2] = s;
450                                         break;
451                                 case 2:
452                                         v[0] = s;
453                                         v[1] = 1;
454                                         v[2] = t;
455                                         break;
456                                 case 3:
457                                         v[0] = s;
458                                         v[1] = -1;
459                                         v[2] = -t;
460                                         break;
461                                 case 4:
462                                         v[0] = s;
463                                         v[1] = -t;
464                                         v[2] = 1;
465                                         break;
466                                 case 5:
467                                         v[0] = -s;
468                                         v[1] = -t;
469                                         v[2] = -1;
470                                         break;
471                                 }
472                                 intensity = 127.0f / sqrt(DotProduct(v, v));
473                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
474                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
475                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
476                                 data[((side*64+y)*64+x)*4+3] = 255;
477                         }
478                 }
479         }
480         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
481         Mem_Free(data);
482 }
483
484 static void R_BuildFogTexture(void)
485 {
486         int x, b;
487 #define FOGWIDTH 256
488         unsigned char data1[FOGWIDTH][4];
489         //unsigned char data2[FOGWIDTH][4];
490         double d, r, alpha;
491
492         r_refdef.fogmasktable_start = r_refdef.fog_start;
493         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
494         r_refdef.fogmasktable_range = r_refdef.fogrange;
495         r_refdef.fogmasktable_density = r_refdef.fog_density;
496
497         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
498         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
499         {
500                 d = (x * r - r_refdef.fogmasktable_start);
501                 if(developer_extra.integer)
502                         Con_DPrintf("%f ", d);
503                 d = max(0, d);
504                 if (r_fog_exp2.integer)
505                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
506                 else
507                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
508                 if(developer_extra.integer)
509                         Con_DPrintf(" : %f ", alpha);
510                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
511                 if(developer_extra.integer)
512                         Con_DPrintf(" = %f\n", alpha);
513                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
514         }
515
516         for (x = 0;x < FOGWIDTH;x++)
517         {
518                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
519                 data1[x][0] = b;
520                 data1[x][1] = b;
521                 data1[x][2] = b;
522                 data1[x][3] = 255;
523                 //data2[x][0] = 255 - b;
524                 //data2[x][1] = 255 - b;
525                 //data2[x][2] = 255 - b;
526                 //data2[x][3] = 255;
527         }
528         if (r_texture_fogattenuation)
529         {
530                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
531                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
532         }
533         else
534         {
535                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
536                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
537         }
538 }
539
540 static void R_BuildFogHeightTexture(void)
541 {
542         unsigned char *inpixels;
543         int size;
544         int x;
545         int y;
546         int j;
547         float c[4];
548         float f;
549         inpixels = NULL;
550         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
551         if (r_refdef.fogheighttexturename[0])
552                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
553         if (!inpixels)
554         {
555                 r_refdef.fog_height_tablesize = 0;
556                 if (r_texture_fogheighttexture)
557                         R_FreeTexture(r_texture_fogheighttexture);
558                 r_texture_fogheighttexture = NULL;
559                 if (r_refdef.fog_height_table2d)
560                         Mem_Free(r_refdef.fog_height_table2d);
561                 r_refdef.fog_height_table2d = NULL;
562                 if (r_refdef.fog_height_table1d)
563                         Mem_Free(r_refdef.fog_height_table1d);
564                 r_refdef.fog_height_table1d = NULL;
565                 return;
566         }
567         size = image_width;
568         r_refdef.fog_height_tablesize = size;
569         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
570         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
571         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
572         Mem_Free(inpixels);
573         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
574         // average fog color table accounting for every fog layer between a point
575         // and the camera.  (Note: attenuation is handled separately!)
576         for (y = 0;y < size;y++)
577         {
578                 for (x = 0;x < size;x++)
579                 {
580                         Vector4Clear(c);
581                         f = 0;
582                         if (x < y)
583                         {
584                                 for (j = x;j <= y;j++)
585                                 {
586                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
587                                         f++;
588                                 }
589                         }
590                         else
591                         {
592                                 for (j = x;j >= y;j--)
593                                 {
594                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
595                                         f++;
596                                 }
597                         }
598                         f = 1.0f / f;
599                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
600                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
601                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
602                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
603                 }
604         }
605         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
606 }
607
608 //=======================================================================================================================================================
609
610 static const char *builtinshaderstring =
611 #include "shader_glsl.h"
612 ;
613
614 const char *builtinhlslshaderstring =
615 #include "shader_hlsl.h"
616 ;
617
618 char *glslshaderstring = NULL;
619 char *hlslshaderstring = NULL;
620
621 //=======================================================================================================================================================
622
623 typedef struct shaderpermutationinfo_s
624 {
625         const char *pretext;
626         const char *name;
627 }
628 shaderpermutationinfo_t;
629
630 typedef struct shadermodeinfo_s
631 {
632         const char *vertexfilename;
633         const char *geometryfilename;
634         const char *fragmentfilename;
635         const char *pretext;
636         const char *name;
637 }
638 shadermodeinfo_t;
639
640 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
641 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
642 {
643         {"#define USEDIFFUSE\n", " diffuse"},
644         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
645         {"#define USEVIEWTINT\n", " viewtint"},
646         {"#define USECOLORMAPPING\n", " colormapping"},
647         {"#define USESATURATION\n", " saturation"},
648         {"#define USEFOGINSIDE\n", " foginside"},
649         {"#define USEFOGOUTSIDE\n", " fogoutside"},
650         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
651         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
652         {"#define USEGAMMARAMPS\n", " gammaramps"},
653         {"#define USECUBEFILTER\n", " cubefilter"},
654         {"#define USEGLOW\n", " glow"},
655         {"#define USEBLOOM\n", " bloom"},
656         {"#define USESPECULAR\n", " specular"},
657         {"#define USEPOSTPROCESSING\n", " postprocessing"},
658         {"#define USEREFLECTION\n", " reflection"},
659         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
660         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
661         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
662         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
663         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
664         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
665         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
666         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
667         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
668         {"#define USEALPHAKILL\n", " alphakill"},
669         {"#define USEREFLECTCUBE\n", " reflectcube"},
670         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
671         {"#define USEBOUNCEGRID\n", " bouncegrid"},
672         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
673 };
674
675 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
676 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
677 {
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
679         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
680         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
681         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
682         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
683         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
684         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
685         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
686         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
687         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
688         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
689         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
690         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
691         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
692         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
693         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
694 };
695
696 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
697 {
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
701         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
702         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
703         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
704         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
705         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
706         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
707         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
708         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
709         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
710         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
711         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
712         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
713         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
714 };
715
716 struct r_glsl_permutation_s;
717 typedef struct r_glsl_permutation_s
718 {
719         /// hash lookup data
720         struct r_glsl_permutation_s *hashnext;
721         unsigned int mode;
722         unsigned int permutation;
723
724         /// indicates if we have tried compiling this permutation already
725         qboolean compiled;
726         /// 0 if compilation failed
727         int program;
728         // texture units assigned to each detected uniform
729         int tex_Texture_First;
730         int tex_Texture_Second;
731         int tex_Texture_GammaRamps;
732         int tex_Texture_Normal;
733         int tex_Texture_Color;
734         int tex_Texture_Gloss;
735         int tex_Texture_Glow;
736         int tex_Texture_SecondaryNormal;
737         int tex_Texture_SecondaryColor;
738         int tex_Texture_SecondaryGloss;
739         int tex_Texture_SecondaryGlow;
740         int tex_Texture_Pants;
741         int tex_Texture_Shirt;
742         int tex_Texture_FogHeightTexture;
743         int tex_Texture_FogMask;
744         int tex_Texture_Lightmap;
745         int tex_Texture_Deluxemap;
746         int tex_Texture_Attenuation;
747         int tex_Texture_Cube;
748         int tex_Texture_Refraction;
749         int tex_Texture_Reflection;
750         int tex_Texture_ShadowMap2D;
751         int tex_Texture_CubeProjection;
752         int tex_Texture_ScreenDepth;
753         int tex_Texture_ScreenNormalMap;
754         int tex_Texture_ScreenDiffuse;
755         int tex_Texture_ScreenSpecular;
756         int tex_Texture_ReflectMask;
757         int tex_Texture_ReflectCube;
758         int tex_Texture_BounceGrid;
759         /// locations of detected uniforms in program object, or -1 if not found
760         int loc_Texture_First;
761         int loc_Texture_Second;
762         int loc_Texture_GammaRamps;
763         int loc_Texture_Normal;
764         int loc_Texture_Color;
765         int loc_Texture_Gloss;
766         int loc_Texture_Glow;
767         int loc_Texture_SecondaryNormal;
768         int loc_Texture_SecondaryColor;
769         int loc_Texture_SecondaryGloss;
770         int loc_Texture_SecondaryGlow;
771         int loc_Texture_Pants;
772         int loc_Texture_Shirt;
773         int loc_Texture_FogHeightTexture;
774         int loc_Texture_FogMask;
775         int loc_Texture_Lightmap;
776         int loc_Texture_Deluxemap;
777         int loc_Texture_Attenuation;
778         int loc_Texture_Cube;
779         int loc_Texture_Refraction;
780         int loc_Texture_Reflection;
781         int loc_Texture_ShadowMap2D;
782         int loc_Texture_CubeProjection;
783         int loc_Texture_ScreenDepth;
784         int loc_Texture_ScreenNormalMap;
785         int loc_Texture_ScreenDiffuse;
786         int loc_Texture_ScreenSpecular;
787         int loc_Texture_ReflectMask;
788         int loc_Texture_ReflectCube;
789         int loc_Texture_BounceGrid;
790         int loc_Alpha;
791         int loc_BloomBlur_Parameters;
792         int loc_ClientTime;
793         int loc_Color_Ambient;
794         int loc_Color_Diffuse;
795         int loc_Color_Specular;
796         int loc_Color_Glow;
797         int loc_Color_Pants;
798         int loc_Color_Shirt;
799         int loc_DeferredColor_Ambient;
800         int loc_DeferredColor_Diffuse;
801         int loc_DeferredColor_Specular;
802         int loc_DeferredMod_Diffuse;
803         int loc_DeferredMod_Specular;
804         int loc_DistortScaleRefractReflect;
805         int loc_EyePosition;
806         int loc_FogColor;
807         int loc_FogHeightFade;
808         int loc_FogPlane;
809         int loc_FogPlaneViewDist;
810         int loc_FogRangeRecip;
811         int loc_LightColor;
812         int loc_LightDir;
813         int loc_LightPosition;
814         int loc_OffsetMapping_ScaleSteps;
815         int loc_PixelSize;
816         int loc_ReflectColor;
817         int loc_ReflectFactor;
818         int loc_ReflectOffset;
819         int loc_RefractColor;
820         int loc_Saturation;
821         int loc_ScreenCenterRefractReflect;
822         int loc_ScreenScaleRefractReflect;
823         int loc_ScreenToDepth;
824         int loc_ShadowMap_Parameters;
825         int loc_ShadowMap_TextureScale;
826         int loc_SpecularPower;
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 }
846 r_glsl_permutation_t;
847
848 #define SHADERPERMUTATION_HASHSIZE 256
849
850
851 // non-degradable "lightweight" shader parameters to keep the permutations simpler
852 // these can NOT degrade! only use for simple stuff
853 enum
854 {
855         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
856         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
857         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
858         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
859         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
860         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
861         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
862 };
863 #define SHADERSTATICPARMS_COUNT 7
864
865 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
866 static int shaderstaticparms_count = 0;
867
868 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
869 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
870 qboolean R_CompileShader_CheckStaticParms(void)
871 {
872         static int r_compileshader_staticparms_save[1];
873         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
874         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
875
876         // detect all
877         if (r_glsl_saturation_redcompensate.integer)
878                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
879         if (r_glsl_vertextextureblend_usebothalphas.integer)
880                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
881         if (r_shadow_glossexact.integer)
882                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
883         if (r_glsl_postprocess.integer)
884         {
885                 if (r_glsl_postprocess_uservec1_enable.integer)
886                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
887                 if (r_glsl_postprocess_uservec2_enable.integer)
888                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
889                 if (r_glsl_postprocess_uservec3_enable.integer)
890                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
891                 if (r_glsl_postprocess_uservec4_enable.integer)
892                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
893         }
894         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
895 }
896
897 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
898         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
899                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
900         else \
901                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
902 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
903 {
904         shaderstaticparms_count = 0;
905
906         // emit all
907         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
908         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
909         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
910         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
911         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
912         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
913         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
914 }
915
916 /// information about each possible shader permutation
917 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
918 /// currently selected permutation
919 r_glsl_permutation_t *r_glsl_permutation;
920 /// storage for permutations linked in the hash table
921 memexpandablearray_t r_glsl_permutationarray;
922
923 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
924 {
925         //unsigned int hashdepth = 0;
926         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
927         r_glsl_permutation_t *p;
928         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
929         {
930                 if (p->mode == mode && p->permutation == permutation)
931                 {
932                         //if (hashdepth > 10)
933                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
934                         return p;
935                 }
936                 //hashdepth++;
937         }
938         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
939         p->mode = mode;
940         p->permutation = permutation;
941         p->hashnext = r_glsl_permutationhash[mode][hashindex];
942         r_glsl_permutationhash[mode][hashindex] = p;
943         //if (hashdepth > 10)
944         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
945         return p;
946 }
947
948 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
949 {
950         char *shaderstring;
951         if (!filename || !filename[0])
952                 return NULL;
953         if (!strcmp(filename, "glsl/default.glsl"))
954         {
955                 if (!glslshaderstring)
956                 {
957                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
958                         if (glslshaderstring)
959                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
960                         else
961                                 glslshaderstring = (char *)builtinshaderstring;
962                 }
963                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
964                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
965                 return shaderstring;
966         }
967         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
968         if (shaderstring)
969         {
970                 if (printfromdisknotice)
971                         Con_DPrintf("from disk %s... ", filename);
972                 return shaderstring;
973         }
974         return shaderstring;
975 }
976
977 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
978 {
979         int i;
980         int sampler;
981         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
982         char *vertexstring, *geometrystring, *fragmentstring;
983         char permutationname[256];
984         int vertstrings_count = 0;
985         int geomstrings_count = 0;
986         int fragstrings_count = 0;
987         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
988         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
989         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
990
991         if (p->compiled)
992                 return;
993         p->compiled = true;
994         p->program = 0;
995
996         permutationname[0] = 0;
997         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
998         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
999         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1000
1001         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1002
1003         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1004         if(vid.support.gl20shaders130)
1005         {
1006                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1007                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1008                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1009                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1010                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1011                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1012         }
1013
1014         // the first pretext is which type of shader to compile as
1015         // (later these will all be bound together as a program object)
1016         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1017         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1018         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1019
1020         // the second pretext is the mode (for example a light source)
1021         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1022         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1023         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1024         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1025
1026         // now add all the permutation pretexts
1027         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1028         {
1029                 if (permutation & (1<<i))
1030                 {
1031                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1032                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1033                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1034                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1035                 }
1036                 else
1037                 {
1038                         // keep line numbers correct
1039                         vertstrings_list[vertstrings_count++] = "\n";
1040                         geomstrings_list[geomstrings_count++] = "\n";
1041                         fragstrings_list[fragstrings_count++] = "\n";
1042                 }
1043         }
1044
1045         // add static parms
1046         R_CompileShader_AddStaticParms(mode, permutation);
1047         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1048         vertstrings_count += shaderstaticparms_count;
1049         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1050         geomstrings_count += shaderstaticparms_count;
1051         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1052         fragstrings_count += shaderstaticparms_count;
1053
1054         // now append the shader text itself
1055         vertstrings_list[vertstrings_count++] = vertexstring;
1056         geomstrings_list[geomstrings_count++] = geometrystring;
1057         fragstrings_list[fragstrings_count++] = fragmentstring;
1058
1059         // if any sources were NULL, clear the respective list
1060         if (!vertexstring)
1061                 vertstrings_count = 0;
1062         if (!geometrystring)
1063                 geomstrings_count = 0;
1064         if (!fragmentstring)
1065                 fragstrings_count = 0;
1066
1067         // compile the shader program
1068         if (vertstrings_count + geomstrings_count + fragstrings_count)
1069                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1070         if (p->program)
1071         {
1072                 CHECKGLERROR
1073                 qglUseProgram(p->program);CHECKGLERROR
1074                 // look up all the uniform variable names we care about, so we don't
1075                 // have to look them up every time we set them
1076
1077                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1078                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1079                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1080                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1081                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1082                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1083                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1084                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1085                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1086                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1087                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1088                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1089                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1090                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1091                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1092                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1093                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1094                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1095                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1096                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1097                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1098                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1099                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1100                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1101                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1102                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1103                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1104                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1105                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1106                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1107                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1108                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1109                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1110                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1111                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1112                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1113                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1114                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1115                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1116                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1117                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1118                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1119                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1120                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1121                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1122                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1123                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1124                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1125                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1126                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1127                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1128                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1129                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1130                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1131                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1132                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1133                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1134                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1135                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1136                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1137                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1138                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1139                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1140                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1141                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1142                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1143                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1144                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1145                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1146                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1147                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1148                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1149                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1150                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1151                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1152                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1153                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1154                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1155                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1156                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1157                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1158                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1159                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1160                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1161                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1162                 // initialize the samplers to refer to the texture units we use
1163                 p->tex_Texture_First = -1;
1164                 p->tex_Texture_Second = -1;
1165                 p->tex_Texture_GammaRamps = -1;
1166                 p->tex_Texture_Normal = -1;
1167                 p->tex_Texture_Color = -1;
1168                 p->tex_Texture_Gloss = -1;
1169                 p->tex_Texture_Glow = -1;
1170                 p->tex_Texture_SecondaryNormal = -1;
1171                 p->tex_Texture_SecondaryColor = -1;
1172                 p->tex_Texture_SecondaryGloss = -1;
1173                 p->tex_Texture_SecondaryGlow = -1;
1174                 p->tex_Texture_Pants = -1;
1175                 p->tex_Texture_Shirt = -1;
1176                 p->tex_Texture_FogHeightTexture = -1;
1177                 p->tex_Texture_FogMask = -1;
1178                 p->tex_Texture_Lightmap = -1;
1179                 p->tex_Texture_Deluxemap = -1;
1180                 p->tex_Texture_Attenuation = -1;
1181                 p->tex_Texture_Cube = -1;
1182                 p->tex_Texture_Refraction = -1;
1183                 p->tex_Texture_Reflection = -1;
1184                 p->tex_Texture_ShadowMap2D = -1;
1185                 p->tex_Texture_CubeProjection = -1;
1186                 p->tex_Texture_ScreenDepth = -1;
1187                 p->tex_Texture_ScreenNormalMap = -1;
1188                 p->tex_Texture_ScreenDiffuse = -1;
1189                 p->tex_Texture_ScreenSpecular = -1;
1190                 p->tex_Texture_ReflectMask = -1;
1191                 p->tex_Texture_ReflectCube = -1;
1192                 p->tex_Texture_BounceGrid = -1;
1193                 sampler = 0;
1194                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1195                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1196                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1197                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1198                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1199                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1200                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1201                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1202                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1203                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1204                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1205                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1206                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1207                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1208                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1209                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1210                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1211                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1212                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1213                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1214                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1215                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1216                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1217                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1218                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1219                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1220                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1221                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1222                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1223                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1224                 CHECKGLERROR
1225                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1226         }
1227         else
1228                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1229
1230         // free the strings
1231         if (vertexstring)
1232                 Mem_Free(vertexstring);
1233         if (geometrystring)
1234                 Mem_Free(geometrystring);
1235         if (fragmentstring)
1236                 Mem_Free(fragmentstring);
1237 }
1238
1239 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1240 {
1241         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1242         if (r_glsl_permutation != perm)
1243         {
1244                 r_glsl_permutation = perm;
1245                 if (!r_glsl_permutation->program)
1246                 {
1247                         if (!r_glsl_permutation->compiled)
1248                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1249                         if (!r_glsl_permutation->program)
1250                         {
1251                                 // remove features until we find a valid permutation
1252                                 int i;
1253                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1254                                 {
1255                                         // reduce i more quickly whenever it would not remove any bits
1256                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1257                                         if (!(permutation & j))
1258                                                 continue;
1259                                         permutation -= j;
1260                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1261                                         if (!r_glsl_permutation->compiled)
1262                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1263                                         if (r_glsl_permutation->program)
1264                                                 break;
1265                                 }
1266                                 if (i >= SHADERPERMUTATION_COUNT)
1267                                 {
1268                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1269                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1270                                         qglUseProgram(0);CHECKGLERROR
1271                                         return; // no bit left to clear, entire mode is broken
1272                                 }
1273                         }
1274                 }
1275                 CHECKGLERROR
1276                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1277         }
1278         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1279         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1280         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1281 }
1282
1283 #ifdef SUPPORTD3D
1284
1285 #ifdef SUPPORTD3D
1286 #include <d3d9.h>
1287 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1288 extern D3DCAPS9 vid_d3d9caps;
1289 #endif
1290
1291 struct r_hlsl_permutation_s;
1292 typedef struct r_hlsl_permutation_s
1293 {
1294         /// hash lookup data
1295         struct r_hlsl_permutation_s *hashnext;
1296         unsigned int mode;
1297         unsigned int permutation;
1298
1299         /// indicates if we have tried compiling this permutation already
1300         qboolean compiled;
1301         /// NULL if compilation failed
1302         IDirect3DVertexShader9 *vertexshader;
1303         IDirect3DPixelShader9 *pixelshader;
1304 }
1305 r_hlsl_permutation_t;
1306
1307 typedef enum D3DVSREGISTER_e
1308 {
1309         D3DVSREGISTER_TexMatrix = 0, // float4x4
1310         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1311         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1312         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1313         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1314         D3DVSREGISTER_ModelToLight = 20, // float4x4
1315         D3DVSREGISTER_EyePosition = 24,
1316         D3DVSREGISTER_FogPlane = 25,
1317         D3DVSREGISTER_LightDir = 26,
1318         D3DVSREGISTER_LightPosition = 27,
1319 }
1320 D3DVSREGISTER_t;
1321
1322 typedef enum D3DPSREGISTER_e
1323 {
1324         D3DPSREGISTER_Alpha = 0,
1325         D3DPSREGISTER_BloomBlur_Parameters = 1,
1326         D3DPSREGISTER_ClientTime = 2,
1327         D3DPSREGISTER_Color_Ambient = 3,
1328         D3DPSREGISTER_Color_Diffuse = 4,
1329         D3DPSREGISTER_Color_Specular = 5,
1330         D3DPSREGISTER_Color_Glow = 6,
1331         D3DPSREGISTER_Color_Pants = 7,
1332         D3DPSREGISTER_Color_Shirt = 8,
1333         D3DPSREGISTER_DeferredColor_Ambient = 9,
1334         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1335         D3DPSREGISTER_DeferredColor_Specular = 11,
1336         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1337         D3DPSREGISTER_DeferredMod_Specular = 13,
1338         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1339         D3DPSREGISTER_EyePosition = 15, // unused
1340         D3DPSREGISTER_FogColor = 16,
1341         D3DPSREGISTER_FogHeightFade = 17,
1342         D3DPSREGISTER_FogPlane = 18,
1343         D3DPSREGISTER_FogPlaneViewDist = 19,
1344         D3DPSREGISTER_FogRangeRecip = 20,
1345         D3DPSREGISTER_LightColor = 21,
1346         D3DPSREGISTER_LightDir = 22, // unused
1347         D3DPSREGISTER_LightPosition = 23,
1348         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1349         D3DPSREGISTER_PixelSize = 25,
1350         D3DPSREGISTER_ReflectColor = 26,
1351         D3DPSREGISTER_ReflectFactor = 27,
1352         D3DPSREGISTER_ReflectOffset = 28,
1353         D3DPSREGISTER_RefractColor = 29,
1354         D3DPSREGISTER_Saturation = 30,
1355         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1356         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1357         D3DPSREGISTER_ScreenToDepth = 33,
1358         D3DPSREGISTER_ShadowMap_Parameters = 34,
1359         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1360         D3DPSREGISTER_SpecularPower = 36,
1361         D3DPSREGISTER_UserVec1 = 37,
1362         D3DPSREGISTER_UserVec2 = 38,
1363         D3DPSREGISTER_UserVec3 = 39,
1364         D3DPSREGISTER_UserVec4 = 40,
1365         D3DPSREGISTER_ViewTintColor = 41,
1366         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1367         D3DPSREGISTER_BloomColorSubtract = 43,
1368         D3DPSREGISTER_ViewToLight = 44, // float4x4
1369         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1370         D3DPSREGISTER_NormalmapScrollBlend = 52,
1371         // next at 53
1372 }
1373 D3DPSREGISTER_t;
1374
1375 /// information about each possible shader permutation
1376 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1377 /// currently selected permutation
1378 r_hlsl_permutation_t *r_hlsl_permutation;
1379 /// storage for permutations linked in the hash table
1380 memexpandablearray_t r_hlsl_permutationarray;
1381
1382 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1383 {
1384         //unsigned int hashdepth = 0;
1385         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1386         r_hlsl_permutation_t *p;
1387         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1388         {
1389                 if (p->mode == mode && p->permutation == permutation)
1390                 {
1391                         //if (hashdepth > 10)
1392                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1393                         return p;
1394                 }
1395                 //hashdepth++;
1396         }
1397         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1398         p->mode = mode;
1399         p->permutation = permutation;
1400         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1401         r_hlsl_permutationhash[mode][hashindex] = p;
1402         //if (hashdepth > 10)
1403         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1404         return p;
1405 }
1406
1407 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1408 {
1409         char *shaderstring;
1410         if (!filename || !filename[0])
1411                 return NULL;
1412         if (!strcmp(filename, "hlsl/default.hlsl"))
1413         {
1414                 if (!hlslshaderstring)
1415                 {
1416                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1417                         if (hlslshaderstring)
1418                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1419                         else
1420                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1421                 }
1422                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1423                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1424                 return shaderstring;
1425         }
1426         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1427         if (shaderstring)
1428         {
1429                 if (printfromdisknotice)
1430                         Con_DPrintf("from disk %s... ", filename);
1431                 return shaderstring;
1432         }
1433         return shaderstring;
1434 }
1435
1436 #include <d3dx9.h>
1437 //#include <d3dx9shader.h>
1438 //#include <d3dx9mesh.h>
1439
1440 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1441 {
1442         DWORD *vsbin = NULL;
1443         DWORD *psbin = NULL;
1444         fs_offset_t vsbinsize;
1445         fs_offset_t psbinsize;
1446 //      IDirect3DVertexShader9 *vs = NULL;
1447 //      IDirect3DPixelShader9 *ps = NULL;
1448         ID3DXBuffer *vslog = NULL;
1449         ID3DXBuffer *vsbuffer = NULL;
1450         ID3DXConstantTable *vsconstanttable = NULL;
1451         ID3DXBuffer *pslog = NULL;
1452         ID3DXBuffer *psbuffer = NULL;
1453         ID3DXConstantTable *psconstanttable = NULL;
1454         int vsresult = 0;
1455         int psresult = 0;
1456         char temp[MAX_INPUTLINE];
1457         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1458         qboolean debugshader = gl_paranoid.integer != 0;
1459         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1460         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1461         if (!debugshader)
1462         {
1463                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1464                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1465         }
1466         if ((!vsbin && vertstring) || (!psbin && fragstring))
1467         {
1468                 const char* dllnames_d3dx9 [] =
1469                 {
1470                         "d3dx9_43.dll",
1471                         "d3dx9_42.dll",
1472                         "d3dx9_41.dll",
1473                         "d3dx9_40.dll",
1474                         "d3dx9_39.dll",
1475                         "d3dx9_38.dll",
1476                         "d3dx9_37.dll",
1477                         "d3dx9_36.dll",
1478                         "d3dx9_35.dll",
1479                         "d3dx9_34.dll",
1480                         "d3dx9_33.dll",
1481                         "d3dx9_32.dll",
1482                         "d3dx9_31.dll",
1483                         "d3dx9_30.dll",
1484                         "d3dx9_29.dll",
1485                         "d3dx9_28.dll",
1486                         "d3dx9_27.dll",
1487                         "d3dx9_26.dll",
1488                         "d3dx9_25.dll",
1489                         "d3dx9_24.dll",
1490                         NULL
1491                 };
1492                 dllhandle_t d3dx9_dll = NULL;
1493                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1495                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1496                 dllfunction_t d3dx9_dllfuncs[] =
1497                 {
1498                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1499                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1500                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1501                         {NULL, NULL}
1502                 };
1503                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1504                 {
1505                         DWORD shaderflags = 0;
1506                         if (debugshader)
1507                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1508                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1509                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1510                         if (vertstring && vertstring[0])
1511                         {
1512                                 if (debugshader)
1513                                 {
1514 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1515 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1516                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1517                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518                                 }
1519                                 else
1520                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1521                                 if (vsbuffer)
1522                                 {
1523                                         vsbinsize = vsbuffer->GetBufferSize();
1524                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1525                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1526                                         vsbuffer->Release();
1527                                 }
1528                                 if (vslog)
1529                                 {
1530                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1531                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1532                                         vslog->Release();
1533                                 }
1534                         }
1535                         if (fragstring && fragstring[0])
1536                         {
1537                                 if (debugshader)
1538                                 {
1539 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1540 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1541                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1542                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543                                 }
1544                                 else
1545                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1546                                 if (psbuffer)
1547                                 {
1548                                         psbinsize = psbuffer->GetBufferSize();
1549                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1550                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1551                                         psbuffer->Release();
1552                                 }
1553                                 if (pslog)
1554                                 {
1555                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1556                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1557                                         pslog->Release();
1558                                 }
1559                         }
1560                         Sys_UnloadLibrary(&d3dx9_dll);
1561                 }
1562                 else
1563                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1564         }
1565         if (vsbin && psbin)
1566         {
1567                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1568                 if (FAILED(vsresult))
1569                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1570                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1571                 if (FAILED(psresult))
1572                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1573         }
1574         // free the shader data
1575         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1576         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1577 }
1578
1579 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1580 {
1581         int i;
1582         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1583         int vertstring_length = 0;
1584         int geomstring_length = 0;
1585         int fragstring_length = 0;
1586         char *t;
1587         char *vertexstring, *geometrystring, *fragmentstring;
1588         char *vertstring, *geomstring, *fragstring;
1589         char permutationname[256];
1590         char cachename[256];
1591         int vertstrings_count = 0;
1592         int geomstrings_count = 0;
1593         int fragstrings_count = 0;
1594         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1595         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1596         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1597
1598         if (p->compiled)
1599                 return;
1600         p->compiled = true;
1601         p->vertexshader = NULL;
1602         p->pixelshader = NULL;
1603
1604         permutationname[0] = 0;
1605         cachename[0] = 0;
1606         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1607         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1608         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1609
1610         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1611         strlcat(cachename, "hlsl/", sizeof(cachename));
1612
1613         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1614         vertstrings_count = 0;
1615         geomstrings_count = 0;
1616         fragstrings_count = 0;
1617         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1618         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1619         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1620
1621         // the first pretext is which type of shader to compile as
1622         // (later these will all be bound together as a program object)
1623         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1624         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1625         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1626
1627         // the second pretext is the mode (for example a light source)
1628         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1629         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1630         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1631         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1632         strlcat(cachename, modeinfo->name, sizeof(cachename));
1633
1634         // now add all the permutation pretexts
1635         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1636         {
1637                 if (permutation & (1<<i))
1638                 {
1639                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1640                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1641                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1642                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1643                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1644                 }
1645                 else
1646                 {
1647                         // keep line numbers correct
1648                         vertstrings_list[vertstrings_count++] = "\n";
1649                         geomstrings_list[geomstrings_count++] = "\n";
1650                         fragstrings_list[fragstrings_count++] = "\n";
1651                 }
1652         }
1653
1654         // add static parms
1655         R_CompileShader_AddStaticParms(mode, permutation);
1656         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657         vertstrings_count += shaderstaticparms_count;
1658         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659         geomstrings_count += shaderstaticparms_count;
1660         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1661         fragstrings_count += shaderstaticparms_count;
1662
1663         // replace spaces in the cachename with _ characters
1664         for (i = 0;cachename[i];i++)
1665                 if (cachename[i] == ' ')
1666                         cachename[i] = '_';
1667
1668         // now append the shader text itself
1669         vertstrings_list[vertstrings_count++] = vertexstring;
1670         geomstrings_list[geomstrings_count++] = geometrystring;
1671         fragstrings_list[fragstrings_count++] = fragmentstring;
1672
1673         // if any sources were NULL, clear the respective list
1674         if (!vertexstring)
1675                 vertstrings_count = 0;
1676         if (!geometrystring)
1677                 geomstrings_count = 0;
1678         if (!fragmentstring)
1679                 fragstrings_count = 0;
1680
1681         vertstring_length = 0;
1682         for (i = 0;i < vertstrings_count;i++)
1683                 vertstring_length += strlen(vertstrings_list[i]);
1684         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1685         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1686                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1687
1688         geomstring_length = 0;
1689         for (i = 0;i < geomstrings_count;i++)
1690                 geomstring_length += strlen(geomstrings_list[i]);
1691         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1692         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1693                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1694
1695         fragstring_length = 0;
1696         for (i = 0;i < fragstrings_count;i++)
1697                 fragstring_length += strlen(fragstrings_list[i]);
1698         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1699         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1700                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1701
1702         // try to load the cached shader, or generate one
1703         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1704
1705         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1706                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1707         else
1708                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1709
1710         // free the strings
1711         if (vertstring)
1712                 Mem_Free(vertstring);
1713         if (geomstring)
1714                 Mem_Free(geomstring);
1715         if (fragstring)
1716                 Mem_Free(fragstring);
1717         if (vertexstring)
1718                 Mem_Free(vertexstring);
1719         if (geometrystring)
1720                 Mem_Free(geometrystring);
1721         if (fragmentstring)
1722                 Mem_Free(fragmentstring);
1723 }
1724
1725 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1726 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1727 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1729 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1730 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1731
1732 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1733 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1734 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1736 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1737 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1738
1739 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1740 {
1741         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1742         if (r_hlsl_permutation != perm)
1743         {
1744                 r_hlsl_permutation = perm;
1745                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1746                 {
1747                         if (!r_hlsl_permutation->compiled)
1748                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1749                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1750                         {
1751                                 // remove features until we find a valid permutation
1752                                 int i;
1753                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1754                                 {
1755                                         // reduce i more quickly whenever it would not remove any bits
1756                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1757                                         if (!(permutation & j))
1758                                                 continue;
1759                                         permutation -= j;
1760                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1761                                         if (!r_hlsl_permutation->compiled)
1762                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1763                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1764                                                 break;
1765                                 }
1766                                 if (i >= SHADERPERMUTATION_COUNT)
1767                                 {
1768                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1769                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1770                                         return; // no bit left to clear, entire mode is broken
1771                                 }
1772                         }
1773                 }
1774                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1775                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1776         }
1777         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1778         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1779         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1780 }
1781 #endif
1782
1783 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1784 {
1785         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1786         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1787         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1788         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1789 }
1790
1791 void R_GLSL_Restart_f(void)
1792 {
1793         unsigned int i, limit;
1794         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1795                 Mem_Free(glslshaderstring);
1796         glslshaderstring = NULL;
1797         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1798                 Mem_Free(hlslshaderstring);
1799         hlslshaderstring = NULL;
1800         switch(vid.renderpath)
1801         {
1802         case RENDERPATH_D3D9:
1803 #ifdef SUPPORTD3D
1804                 {
1805                         r_hlsl_permutation_t *p;
1806                         r_hlsl_permutation = NULL;
1807                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1808                         for (i = 0;i < limit;i++)
1809                         {
1810                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1811                                 {
1812                                         if (p->vertexshader)
1813                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1814                                         if (p->pixelshader)
1815                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1816                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1817                                 }
1818                         }
1819                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1820                 }
1821 #endif
1822                 break;
1823         case RENDERPATH_D3D10:
1824                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1825                 break;
1826         case RENDERPATH_D3D11:
1827                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1828                 break;
1829         case RENDERPATH_GL20:
1830         case RENDERPATH_GLES2:
1831                 {
1832                         r_glsl_permutation_t *p;
1833                         r_glsl_permutation = NULL;
1834                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1835                         for (i = 0;i < limit;i++)
1836                         {
1837                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1838                                 {
1839                                         GL_Backend_FreeProgram(p->program);
1840                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1841                                 }
1842                         }
1843                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1844                 }
1845                 break;
1846         case RENDERPATH_GL13:
1847         case RENDERPATH_GL11:
1848                 break;
1849         case RENDERPATH_SOFT:
1850                 break;
1851         }
1852 }
1853
1854 void R_GLSL_DumpShader_f(void)
1855 {
1856         int i;
1857         qfile_t *file;
1858
1859         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1860         if (file)
1861         {
1862                 FS_Print(file, "/* The engine may define the following macros:\n");
1863                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1864                 for (i = 0;i < SHADERMODE_COUNT;i++)
1865                         FS_Print(file, glslshadermodeinfo[i].pretext);
1866                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1867                         FS_Print(file, shaderpermutationinfo[i].pretext);
1868                 FS_Print(file, "*/\n");
1869                 FS_Print(file, builtinshaderstring);
1870                 FS_Close(file);
1871                 Con_Printf("glsl/default.glsl written\n");
1872         }
1873         else
1874                 Con_Printf("failed to write to glsl/default.glsl\n");
1875
1876         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1877         if (file)
1878         {
1879                 FS_Print(file, "/* The engine may define the following macros:\n");
1880                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1881                 for (i = 0;i < SHADERMODE_COUNT;i++)
1882                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1883                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1884                         FS_Print(file, shaderpermutationinfo[i].pretext);
1885                 FS_Print(file, "*/\n");
1886                 FS_Print(file, builtinhlslshaderstring);
1887                 FS_Close(file);
1888                 Con_Printf("hlsl/default.hlsl written\n");
1889         }
1890         else
1891                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1892 }
1893
1894 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
1895 {
1896         if (!second)
1897                 texturemode = GL_MODULATE;
1898         switch (vid.renderpath)
1899         {
1900         case RENDERPATH_D3D9:
1901 #ifdef SUPPORTD3D
1902                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1903                 R_Mesh_TexBind(GL20TU_FIRST , first );
1904                 R_Mesh_TexBind(GL20TU_SECOND, second);
1905 #endif
1906                 break;
1907         case RENDERPATH_D3D10:
1908                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1909                 break;
1910         case RENDERPATH_D3D11:
1911                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1912                 break;
1913         case RENDERPATH_GL20:
1914         case RENDERPATH_GLES2:
1915                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1916                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1917                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1918                 break;
1919         case RENDERPATH_GL13:
1920                 R_Mesh_TexBind(0, first );
1921                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1922                 R_Mesh_TexBind(1, second);
1923                 if (second)
1924                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1925                 break;
1926         case RENDERPATH_GL11:
1927                 R_Mesh_TexBind(0, first );
1928                 break;
1929         case RENDERPATH_SOFT:
1930                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1931                 R_Mesh_TexBind(GL20TU_FIRST , first );
1932                 R_Mesh_TexBind(GL20TU_SECOND, second);
1933                 break;
1934         }
1935 }
1936
1937 void R_SetupShader_DepthOrShadow(void)
1938 {
1939         switch (vid.renderpath)
1940         {
1941         case RENDERPATH_D3D9:
1942 #ifdef SUPPORTD3D
1943                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
1944 #endif
1945                 break;
1946         case RENDERPATH_D3D10:
1947                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1948                 break;
1949         case RENDERPATH_D3D11:
1950                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1951                 break;
1952         case RENDERPATH_GL20:
1953         case RENDERPATH_GLES2:
1954                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
1955                 break;
1956         case RENDERPATH_GL13:
1957                 R_Mesh_TexBind(0, 0);
1958                 R_Mesh_TexBind(1, 0);
1959                 break;
1960         case RENDERPATH_GL11:
1961                 R_Mesh_TexBind(0, 0);
1962                 break;
1963         case RENDERPATH_SOFT:
1964                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
1965                 break;
1966         }
1967 }
1968
1969 void R_SetupShader_ShowDepth(void)
1970 {
1971         switch (vid.renderpath)
1972         {
1973         case RENDERPATH_D3D9:
1974 #ifdef SUPPORTHLSL
1975                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
1976 #endif
1977                 break;
1978         case RENDERPATH_D3D10:
1979                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1980                 break;
1981         case RENDERPATH_D3D11:
1982                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1983                 break;
1984         case RENDERPATH_GL20:
1985         case RENDERPATH_GLES2:
1986                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
1987                 break;
1988         case RENDERPATH_GL13:
1989                 break;
1990         case RENDERPATH_GL11:
1991                 break;
1992         case RENDERPATH_SOFT:
1993                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
1994                 break;
1995         }
1996 }
1997
1998 extern qboolean r_shadow_usingdeferredprepass;
1999 extern cvar_t r_shadow_deferred_8bitrange;
2000 extern rtexture_t *r_shadow_attenuationgradienttexture;
2001 extern rtexture_t *r_shadow_attenuation2dtexture;
2002 extern rtexture_t *r_shadow_attenuation3dtexture;
2003 extern qboolean r_shadow_usingshadowmap2d;
2004 extern qboolean r_shadow_usingshadowmaportho;
2005 extern float r_shadow_shadowmap_texturescale[2];
2006 extern float r_shadow_shadowmap_parameters[4];
2007 extern qboolean r_shadow_shadowmapvsdct;
2008 extern qboolean r_shadow_shadowmapsampler;
2009 extern int r_shadow_shadowmappcf;
2010 extern rtexture_t *r_shadow_shadowmap2dtexture;
2011 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2012 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2013 extern matrix4x4_t r_shadow_shadowmapmatrix;
2014 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2015 extern int r_shadow_prepass_width;
2016 extern int r_shadow_prepass_height;
2017 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2018 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2019 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2020 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2021 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2022
2023 #define BLENDFUNC_ALLOWS_COLORMOD      1
2024 #define BLENDFUNC_ALLOWS_FOG           2
2025 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2026 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2027 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2028 static int R_BlendFuncFlags(int src, int dst)
2029 {
2030         int r = 0;
2031
2032         // a blendfunc allows colormod if:
2033         // a) it can never keep the destination pixel invariant, or
2034         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2035         // this is to prevent unintended side effects from colormod
2036
2037         // a blendfunc allows fog if:
2038         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2039         // this is to prevent unintended side effects from fog
2040
2041         // these checks are the output of fogeval.pl
2042
2043         r |= BLENDFUNC_ALLOWS_COLORMOD;
2044         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2045         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2046         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2047         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2048         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2049         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2050         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2051         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2052         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2053         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2054         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2055         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2056         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2057         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2058         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2059         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2060         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2061         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2062         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2063         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2064         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2065
2066         return r;
2067 }
2068
2069 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
2070 {
2071         // select a permutation of the lighting shader appropriate to this
2072         // combination of texture, entity, light source, and fogging, only use the
2073         // minimum features necessary to avoid wasting rendering time in the
2074         // fragment shader on features that are not being used
2075         unsigned int permutation = 0;
2076         unsigned int mode = 0;
2077         int blendfuncflags;
2078         static float dummy_colormod[3] = {1, 1, 1};
2079         float *colormod = rsurface.colormod;
2080         float m16f[16];
2081         matrix4x4_t tempmatrix;
2082         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2083         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2084                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2085         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2086                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2087         if (rsurfacepass == RSURFPASS_BACKGROUND)
2088         {
2089                 // distorted background
2090                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2091                 {
2092                         mode = SHADERMODE_WATER;
2093                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2094                         {
2095                                 // this is the right thing to do for wateralpha
2096                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2097                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2098                         }
2099                         else
2100                         {
2101                                 // this is the right thing to do for entity alpha
2102                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2103                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2104                         }
2105                 }
2106                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2107                 {
2108                         mode = SHADERMODE_REFRACTION;
2109                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2110                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2111                 }
2112                 else
2113                 {
2114                         mode = SHADERMODE_GENERIC;
2115                         permutation |= SHADERPERMUTATION_DIFFUSE;
2116                         GL_BlendFunc(GL_ONE, GL_ZERO);
2117                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2118                 }
2119         }
2120         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2121         {
2122                 if (r_glsl_offsetmapping.integer)
2123                 {
2124                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2125                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2126                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2127                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2128                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2129                         {
2130                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2131                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2132                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2133                         }
2134                 }
2135                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137                 // normalmap (deferred prepass), may use alpha test on diffuse
2138                 mode = SHADERMODE_DEFERREDGEOMETRY;
2139                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2140                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2141                 GL_BlendFunc(GL_ONE, GL_ZERO);
2142                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2143         }
2144         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2145         {
2146                 if (r_glsl_offsetmapping.integer)
2147                 {
2148                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2149                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2150                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2151                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2152                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2153                         {
2154                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2155                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2156                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2157                         }
2158                 }
2159                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161                 // light source
2162                 mode = SHADERMODE_LIGHTSOURCE;
2163                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2164                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2165                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2166                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2167                 if (diffusescale > 0)
2168                         permutation |= SHADERPERMUTATION_DIFFUSE;
2169                 if (specularscale > 0)
2170                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2171                 if (r_refdef.fogenabled)
2172                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2173                 if (rsurface.texture->colormapping)
2174                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2175                 if (r_shadow_usingshadowmap2d)
2176                 {
2177                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2178                         if(r_shadow_shadowmapvsdct)
2179                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2180
2181                         if (r_shadow_shadowmapsampler)
2182                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2183                         if (r_shadow_shadowmappcf > 1)
2184                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2185                         else if (r_shadow_shadowmappcf)
2186                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2187                 }
2188                 if (rsurface.texture->reflectmasktexture)
2189                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2190                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2191                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2192         }
2193         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2194         {
2195                 if (r_glsl_offsetmapping.integer)
2196                 {
2197                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2198                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2199                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2200                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2201                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2202                         {
2203                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2204                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2205                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2206                         }
2207                 }
2208                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2209                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2210                 // unshaded geometry (fullbright or ambient model lighting)
2211                 mode = SHADERMODE_FLATCOLOR;
2212                 ambientscale = diffusescale = specularscale = 0;
2213                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2214                         permutation |= SHADERPERMUTATION_GLOW;
2215                 if (r_refdef.fogenabled)
2216                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2217                 if (rsurface.texture->colormapping)
2218                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2219                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2220                 {
2221                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2222                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2223
2224                         if (r_shadow_shadowmapsampler)
2225                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2226                         if (r_shadow_shadowmappcf > 1)
2227                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2228                         else if (r_shadow_shadowmappcf)
2229                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2230                 }
2231                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2232                         permutation |= SHADERPERMUTATION_REFLECTION;
2233                 if (rsurface.texture->reflectmasktexture)
2234                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2235                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2236                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2237         }
2238         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2239         {
2240                 if (r_glsl_offsetmapping.integer)
2241                 {
2242                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2243                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2244                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2245                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2246                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2247                         {
2248                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2249                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2250                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2251                         }
2252                 }
2253                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2254                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2255                 // directional model lighting
2256                 mode = SHADERMODE_LIGHTDIRECTION;
2257                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258                         permutation |= SHADERPERMUTATION_GLOW;
2259                 permutation |= SHADERPERMUTATION_DIFFUSE;
2260                 if (specularscale > 0)
2261                         permutation |= SHADERPERMUTATION_SPECULAR;
2262                 if (r_refdef.fogenabled)
2263                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2264                 if (rsurface.texture->colormapping)
2265                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2266                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2267                 {
2268                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2269                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2270
2271                         if (r_shadow_shadowmapsampler)
2272                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2273                         if (r_shadow_shadowmappcf > 1)
2274                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2275                         else if (r_shadow_shadowmappcf)
2276                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2277                 }
2278                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2279                         permutation |= SHADERPERMUTATION_REFLECTION;
2280                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2281                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2282                 if (rsurface.texture->reflectmasktexture)
2283                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2284                 if (r_shadow_bouncegridtexture)
2285                 {
2286                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2287                         if (r_shadow_bouncegriddirectional)
2288                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2289                 }
2290                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2291                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292         }
2293         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2294         {
2295                 if (r_glsl_offsetmapping.integer)
2296                 {
2297                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2298                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2299                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2300                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2301                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2302                         {
2303                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2304                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2305                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2306                         }
2307                 }
2308                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2309                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2310                 // ambient model lighting
2311                 mode = SHADERMODE_LIGHTDIRECTION;
2312                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2313                         permutation |= SHADERPERMUTATION_GLOW;
2314                 if (r_refdef.fogenabled)
2315                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2316                 if (rsurface.texture->colormapping)
2317                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2318                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2319                 {
2320                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2321                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2322
2323                         if (r_shadow_shadowmapsampler)
2324                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2325                         if (r_shadow_shadowmappcf > 1)
2326                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2327                         else if (r_shadow_shadowmappcf)
2328                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2329                 }
2330                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2331                         permutation |= SHADERPERMUTATION_REFLECTION;
2332                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2333                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2334                 if (rsurface.texture->reflectmasktexture)
2335                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2336                 if (r_shadow_bouncegridtexture)
2337                 {
2338                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2339                         if (r_shadow_bouncegriddirectional)
2340                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2341                 }
2342                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2343                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2344         }
2345         else
2346         {
2347                 if (r_glsl_offsetmapping.integer)
2348                 {
2349                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2350                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2351                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2352                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2353                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2354                         {
2355                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2356                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2357                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2358                         }
2359                 }
2360                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2361                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2362                 // lightmapped wall
2363                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2364                         permutation |= SHADERPERMUTATION_GLOW;
2365                 if (r_refdef.fogenabled)
2366                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2367                 if (rsurface.texture->colormapping)
2368                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2369                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2370                 {
2371                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2372                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2373
2374                         if (r_shadow_shadowmapsampler)
2375                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2376                         if (r_shadow_shadowmappcf > 1)
2377                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2378                         else if (r_shadow_shadowmappcf)
2379                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2380                 }
2381                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2382                         permutation |= SHADERPERMUTATION_REFLECTION;
2383                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2384                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2385                 if (rsurface.texture->reflectmasktexture)
2386                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2387                 if (FAKELIGHT_ENABLED)
2388                 {
2389                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2390                         mode = SHADERMODE_FAKELIGHT;
2391                         permutation |= SHADERPERMUTATION_DIFFUSE;
2392                         if (specularscale > 0)
2393                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2394                 }
2395                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2396                 {
2397                         // deluxemapping (light direction texture)
2398                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2399                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2400                         else
2401                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2402                         permutation |= SHADERPERMUTATION_DIFFUSE;
2403                         if (specularscale > 0)
2404                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2405                 }
2406                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
2407                 {
2408                         // fake deluxemapping (uniform light direction in tangentspace)
2409                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2410                         permutation |= SHADERPERMUTATION_DIFFUSE;
2411                         if (specularscale > 0)
2412                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2413                 }
2414                 else if (rsurface.uselightmaptexture)
2415                 {
2416                         // ordinary lightmapping (q1bsp, q3bsp)
2417                         mode = SHADERMODE_LIGHTMAP;
2418                 }
2419                 else
2420                 {
2421                         // ordinary vertex coloring (q3bsp)
2422                         mode = SHADERMODE_VERTEXCOLOR;
2423                 }
2424                 if (r_shadow_bouncegridtexture)
2425                 {
2426                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2427                         if (r_shadow_bouncegriddirectional)
2428                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2429                 }
2430                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2431                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2432         }
2433         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2434                 colormod = dummy_colormod;
2435         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2436                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2437         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2438                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2439         switch(vid.renderpath)
2440         {
2441         case RENDERPATH_D3D9:
2442 #ifdef SUPPORTD3D
2443                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2444                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2445                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2446                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2447                 if (mode == SHADERMODE_LIGHTSOURCE)
2448                 {
2449                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2450                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2451                 }
2452                 else
2453                 {
2454                         if (mode == SHADERMODE_LIGHTDIRECTION)
2455                         {
2456                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2457                         }
2458                 }
2459                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2460                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2461                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2462                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2463                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2464
2465                 if (mode == SHADERMODE_LIGHTSOURCE)
2466                 {
2467                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2468                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2469                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2470                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2471                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2472
2473                         // additive passes are only darkened by fog, not tinted
2474                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2475                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2476                 }
2477                 else
2478                 {
2479                         if (mode == SHADERMODE_FLATCOLOR)
2480                         {
2481                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2482                         }
2483                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2484                         {
2485                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2486                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2487                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2488                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2489                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2490                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2491                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2492                         }
2493                         else
2494                         {
2495                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2496                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2497                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2498                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2499                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2500                         }
2501                         // additive passes are only darkened by fog, not tinted
2502                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2503                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2504                         else
2505                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2506                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2507                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2508                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2509                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2510                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2511                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2512                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2513                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2514                         if (mode == SHADERMODE_WATER)
2515                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2516                 }
2517                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2518                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2519                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2520                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2521                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2522                 if (rsurface.texture->pantstexture)
2523                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2524                 else
2525                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2526                 if (rsurface.texture->shirttexture)
2527                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2528                 else
2529                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2530                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2531                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2532                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2533                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2534                 hlslPSSetParameter3f(D3DPSREGISTER_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
2535                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2536                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2537
2538                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2539                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2540                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2541                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2542                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2543                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2544                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2545                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2546                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2547                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2548                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2549                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2550                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2551                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2552                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2553                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2554                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2555                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2556                 {
2557                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2558                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2559                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2560                 }
2561                 else
2562                 {
2563                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2564                 }
2565 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2566 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2567                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2568                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2569                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2570                 {
2571                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2572                         if (rsurface.rtlight)
2573                         {
2574                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2575                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2576                         }
2577                 }
2578 #endif
2579                 break;
2580         case RENDERPATH_D3D10:
2581                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2582                 break;
2583         case RENDERPATH_D3D11:
2584                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2585                 break;
2586         case RENDERPATH_GL20:
2587         case RENDERPATH_GLES2:
2588                 if (!vid.useinterleavedarrays)
2589                 {
2590                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2591                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2592                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2593                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2594                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2595                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2596                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2597                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2598                 }
2599                 else
2600                 {
2601                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2602                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2603                 }
2604                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2605                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2606                 if (mode == SHADERMODE_LIGHTSOURCE)
2607                 {
2608                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2609                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2610                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2611                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2612                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2613                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2614         
2615                         // additive passes are only darkened by fog, not tinted
2616                         if (r_glsl_permutation->loc_FogColor >= 0)
2617                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2618                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2619                 }
2620                 else
2621                 {
2622                         if (mode == SHADERMODE_FLATCOLOR)
2623                         {
2624                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2625                         }
2626                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2627                         {
2628                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2629                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2630                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2631                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2632                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2633                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2634                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2635                         }
2636                         else
2637                         {
2638                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2639                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2640                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2641                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2642                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2643                         }
2644                         // additive passes are only darkened by fog, not tinted
2645                         if (r_glsl_permutation->loc_FogColor >= 0)
2646                         {
2647                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2648                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2649                                 else
2650                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2651                         }
2652                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2653                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2654                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2655                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2656                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2657                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2658                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2659                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2660                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2661                 }
2662                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2663                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2664                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2665                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2666                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2667
2668                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2669                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2670                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2671                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2672                 {
2673                         if (rsurface.texture->pantstexture)
2674                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2675                         else
2676                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2677                 }
2678                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2679                 {
2680                         if (rsurface.texture->shirttexture)
2681                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2682                         else
2683                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2684                 }
2685                 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]);
2686                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2687                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2688                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2689                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform3f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
2690                 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]);
2691                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2692                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2693                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2694
2695                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2696                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2697                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2698                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2699                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2700                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2701                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2702                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2703                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2704                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2705                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2706                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2707                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2708                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2709                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2710                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2711                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2712                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2713                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2714                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2715                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2716                 {
2717                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2718                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2719                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2720                 }
2721                 else
2722                 {
2723                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2724                 }
2725                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2726                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2727                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2728                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2729                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2730                 {
2731                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2732                         if (rsurface.rtlight)
2733                         {
2734                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2735                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2736                         }
2737                 }
2738                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2739                 CHECKGLERROR
2740                 break;
2741         case RENDERPATH_GL13:
2742         case RENDERPATH_GL11:
2743                 break;
2744         case RENDERPATH_SOFT:
2745                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2746                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2747                 R_SetupShader_SetPermutationSoft(mode, permutation);
2748                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2749                 if (mode == SHADERMODE_LIGHTSOURCE)
2750                 {
2751                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2752                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2753                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2754                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2755                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2756                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2757         
2758                         // additive passes are only darkened by fog, not tinted
2759                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2760                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2761                 }
2762                 else
2763                 {
2764                         if (mode == SHADERMODE_FLATCOLOR)
2765                         {
2766                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2767                         }
2768                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2769                         {
2770                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2771                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2772                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2773                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2774                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2775                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2776                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2777                         }
2778                         else
2779                         {
2780                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2781                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2782                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2783                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2784                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2785                         }
2786                         // additive passes are only darkened by fog, not tinted
2787                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2788                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2789                         else
2790                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2791                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2792                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2793                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2794                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2795                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2796                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2797                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2798                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2799                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2800                 }
2801                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2802                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2803                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2804                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2805                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2806
2807                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2808                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2809                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2810                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2811                 {
2812                         if (rsurface.texture->pantstexture)
2813                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2814                         else
2815                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2816                 }
2817                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2818                 {
2819                         if (rsurface.texture->shirttexture)
2820                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2821                         else
2822                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2823                 }
2824                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2825                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2826                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2827                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2828                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
2829                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2830                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2831
2832                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2833                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2834                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2835                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2836                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2837                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2838                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2839                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2840                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2841                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2842                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2843                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2844                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2845                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2846                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2847                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2848                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2849                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2850                 {
2851                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2852                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2853                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2854                 }
2855                 else
2856                 {
2857                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2858                 }
2859 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2860 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2861                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2862                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2863                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2864                 {
2865                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2866                         if (rsurface.rtlight)
2867                         {
2868                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2869                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2870                         }
2871                 }
2872                 break;
2873         }
2874 }
2875
2876 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2877 {
2878         // select a permutation of the lighting shader appropriate to this
2879         // combination of texture, entity, light source, and fogging, only use the
2880         // minimum features necessary to avoid wasting rendering time in the
2881         // fragment shader on features that are not being used
2882         unsigned int permutation = 0;
2883         unsigned int mode = 0;
2884         const float *lightcolorbase = rtlight->currentcolor;
2885         float ambientscale = rtlight->ambientscale;
2886         float diffusescale = rtlight->diffusescale;
2887         float specularscale = rtlight->specularscale;
2888         // this is the location of the light in view space
2889         vec3_t viewlightorigin;
2890         // this transforms from view space (camera) to light space (cubemap)
2891         matrix4x4_t viewtolight;
2892         matrix4x4_t lighttoview;
2893         float viewtolight16f[16];
2894         float range = 1.0f / r_shadow_deferred_8bitrange.value;
2895         // light source
2896         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2897         if (rtlight->currentcubemap != r_texture_whitecube)
2898                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2899         if (diffusescale > 0)
2900                 permutation |= SHADERPERMUTATION_DIFFUSE;
2901         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2902                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2903         if (r_shadow_usingshadowmap2d)
2904         {
2905                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2906                 if (r_shadow_shadowmapvsdct)
2907                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2908
2909                 if (r_shadow_shadowmapsampler)
2910                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2911                 if (r_shadow_shadowmappcf > 1)
2912                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2913                 else if (r_shadow_shadowmappcf)
2914                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2915         }
2916         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2917         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2918         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
2919         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2920         switch(vid.renderpath)
2921         {
2922         case RENDERPATH_D3D9:
2923 #ifdef SUPPORTD3D
2924                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2925                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2926                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
2927                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
2928                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
2929                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2930                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2931                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2932                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2933                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2934                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2935
2936                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
2937                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
2938                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
2939                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
2940                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
2941                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
2942 #endif
2943                 break;
2944         case RENDERPATH_D3D10:
2945                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2946                 break;
2947         case RENDERPATH_D3D11:
2948                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2949                 break;
2950         case RENDERPATH_GL20:
2951         case RENDERPATH_GLES2:
2952                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2953                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2954                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2955                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
2956                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
2957                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2958                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2959                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2960                 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));
2961                 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]);
2962                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
2963
2964                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2965                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
2966                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2967                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2968                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
2969                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2970                 break;
2971         case RENDERPATH_GL13:
2972         case RENDERPATH_GL11:
2973                 break;
2974         case RENDERPATH_SOFT:
2975                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2976                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2977                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
2978                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
2979                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
2980                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2981                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2982                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2983                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2984                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2985                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2986
2987                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
2988                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
2989                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
2990                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
2991                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
2992                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
2993                 break;
2994         }
2995 }
2996
2997 #define SKINFRAME_HASH 1024
2998
2999 typedef struct
3000 {
3001         int loadsequence; // incremented each level change
3002         memexpandablearray_t array;
3003         skinframe_t *hash[SKINFRAME_HASH];
3004 }
3005 r_skinframe_t;
3006 r_skinframe_t r_skinframe;
3007
3008 void R_SkinFrame_PrepareForPurge(void)
3009 {
3010         r_skinframe.loadsequence++;
3011         // wrap it without hitting zero
3012         if (r_skinframe.loadsequence >= 200)
3013                 r_skinframe.loadsequence = 1;
3014 }
3015
3016 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3017 {
3018         if (!skinframe)
3019                 return;
3020         // mark the skinframe as used for the purging code
3021         skinframe->loadsequence = r_skinframe.loadsequence;
3022 }
3023
3024 void R_SkinFrame_Purge(void)
3025 {
3026         int i;
3027         skinframe_t *s;
3028         for (i = 0;i < SKINFRAME_HASH;i++)
3029         {
3030                 for (s = r_skinframe.hash[i];s;s = s->next)
3031                 {
3032                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3033                         {
3034                                 if (s->merged == s->base)
3035                                         s->merged = NULL;
3036                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3037                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3038                                 R_PurgeTexture(s->merged);s->merged = NULL;
3039                                 R_PurgeTexture(s->base  );s->base   = NULL;
3040                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3041                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3042                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3043                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3044                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3045                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3046                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3047                                 s->loadsequence = 0;
3048                         }
3049                 }
3050         }
3051 }
3052
3053 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3054         skinframe_t *item;
3055         char basename[MAX_QPATH];
3056
3057         Image_StripImageExtension(name, basename, sizeof(basename));
3058
3059         if( last == NULL ) {
3060                 int hashindex;
3061                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3062                 item = r_skinframe.hash[hashindex];
3063         } else {
3064                 item = last->next;
3065         }
3066
3067         // linearly search through the hash bucket
3068         for( ; item ; item = item->next ) {
3069                 if( !strcmp( item->basename, basename ) ) {
3070                         return item;
3071                 }
3072         }
3073         return NULL;
3074 }
3075
3076 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3077 {
3078         skinframe_t *item;
3079         int hashindex;
3080         char basename[MAX_QPATH];
3081
3082         Image_StripImageExtension(name, basename, sizeof(basename));
3083
3084         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3085         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3086                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3087                         break;
3088
3089         if (!item) {
3090                 rtexture_t *dyntexture;
3091                 // check whether its a dynamic texture
3092                 dyntexture = CL_GetDynTexture( basename );
3093                 if (!add && !dyntexture)
3094                         return NULL;
3095                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3096                 memset(item, 0, sizeof(*item));
3097                 strlcpy(item->basename, basename, sizeof(item->basename));
3098                 item->base = dyntexture; // either NULL or dyntexture handle
3099                 item->textureflags = textureflags;
3100                 item->comparewidth = comparewidth;
3101                 item->compareheight = compareheight;
3102                 item->comparecrc = comparecrc;
3103                 item->next = r_skinframe.hash[hashindex];
3104                 r_skinframe.hash[hashindex] = item;
3105         }
3106         else if( item->base == NULL )
3107         {
3108                 rtexture_t *dyntexture;
3109                 // check whether its a dynamic texture
3110                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3111                 dyntexture = CL_GetDynTexture( basename );
3112                 item->base = dyntexture; // either NULL or dyntexture handle
3113         }
3114
3115         R_SkinFrame_MarkUsed(item);
3116         return item;
3117 }
3118
3119 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3120         { \
3121                 unsigned long long avgcolor[5], wsum; \
3122                 int pix, comp, w; \
3123                 avgcolor[0] = 0; \
3124                 avgcolor[1] = 0; \
3125                 avgcolor[2] = 0; \
3126                 avgcolor[3] = 0; \
3127                 avgcolor[4] = 0; \
3128                 wsum = 0; \
3129                 for(pix = 0; pix < cnt; ++pix) \
3130                 { \
3131                         w = 0; \
3132                         for(comp = 0; comp < 3; ++comp) \
3133                                 w += getpixel; \
3134                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3135                         { \
3136                                 ++wsum; \
3137                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3138                                 w = getpixel; \
3139                                 for(comp = 0; comp < 3; ++comp) \
3140                                         avgcolor[comp] += getpixel * w; \
3141                                 avgcolor[3] += w; \
3142                         } \
3143                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3144                         avgcolor[4] += getpixel; \
3145                 } \
3146                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3147                         avgcolor[3] = 1; \
3148                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3149                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3150                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3151                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3152         }
3153
3154 extern cvar_t gl_picmip;
3155 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3156 {
3157         int j;
3158         unsigned char *pixels;
3159         unsigned char *bumppixels;
3160         unsigned char *basepixels = NULL;
3161         int basepixels_width = 0;
3162         int basepixels_height = 0;
3163         skinframe_t *skinframe;
3164         rtexture_t *ddsbase = NULL;
3165         qboolean ddshasalpha = false;
3166         float ddsavgcolor[4];
3167         char basename[MAX_QPATH];
3168         int miplevel = R_PicmipForFlags(textureflags);
3169         int savemiplevel = miplevel;
3170         int mymiplevel;
3171
3172         if (cls.state == ca_dedicated)
3173                 return NULL;
3174
3175         // return an existing skinframe if already loaded
3176         // if loading of the first image fails, don't make a new skinframe as it
3177         // would cause all future lookups of this to be missing
3178         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3179         if (skinframe && skinframe->base)
3180                 return skinframe;
3181
3182         Image_StripImageExtension(name, basename, sizeof(basename));
3183
3184         // check for DDS texture file first
3185         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3186         {
3187                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
3188                 if (basepixels == NULL)
3189                         return NULL;
3190         }
3191
3192         // FIXME handle miplevel
3193
3194         if (developer_loading.integer)
3195                 Con_Printf("loading skin \"%s\"\n", name);
3196
3197         // we've got some pixels to store, so really allocate this new texture now
3198         if (!skinframe)
3199                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3200         skinframe->stain = NULL;
3201         skinframe->merged = NULL;
3202         skinframe->base = NULL;
3203         skinframe->pants = NULL;
3204         skinframe->shirt = NULL;
3205         skinframe->nmap = NULL;
3206         skinframe->gloss = NULL;
3207         skinframe->glow = NULL;
3208         skinframe->fog = NULL;
3209         skinframe->reflect = NULL;
3210         skinframe->hasalpha = false;
3211
3212         if (ddsbase)
3213         {
3214                 skinframe->base = ddsbase;
3215                 skinframe->hasalpha = ddshasalpha;
3216                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3217                 if (r_loadfog && skinframe->hasalpha)
3218                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3219                 //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]);
3220         }
3221         else
3222         {
3223                 basepixels_width = image_width;
3224                 basepixels_height = image_height;
3225                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3226                 if (textureflags & TEXF_ALPHA)
3227                 {
3228                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3229                         {
3230                                 if (basepixels[j] < 255)
3231                                 {
3232                                         skinframe->hasalpha = true;
3233                                         break;
3234                                 }
3235                         }
3236                         if (r_loadfog && skinframe->hasalpha)
3237                         {
3238                                 // has transparent pixels
3239                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3240                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3241                                 {
3242                                         pixels[j+0] = 255;
3243                                         pixels[j+1] = 255;
3244                                         pixels[j+2] = 255;
3245                                         pixels[j+3] = basepixels[j+3];
3246                                 }
3247                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3248                                 Mem_Free(pixels);
3249                         }
3250                 }
3251                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3252                 //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]);
3253                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3254                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
3255                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3256                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
3257         }
3258
3259         if (r_loaddds)
3260         {
3261                 mymiplevel = savemiplevel;
3262                 if (r_loadnormalmap)
3263                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3264                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3265                 if (r_loadgloss)
3266                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3267                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3268                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3269                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3270         }
3271
3272         // _norm is the name used by tenebrae and has been adopted as standard
3273         if (r_loadnormalmap && skinframe->nmap == NULL)
3274         {
3275                 mymiplevel = savemiplevel;
3276                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3277                 {
3278                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3279                         Mem_Free(pixels);
3280                         pixels = NULL;
3281                 }
3282                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3283                 {
3284                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3285                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3286                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3287                         Mem_Free(pixels);
3288                         Mem_Free(bumppixels);
3289                 }
3290                 else if (r_shadow_bumpscale_basetexture.value > 0)
3291                 {
3292                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3293                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3294                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3295                         Mem_Free(pixels);
3296                 }
3297                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3298                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
3299         }
3300
3301         // _luma is supported only for tenebrae compatibility
3302         // _glow is the preferred name
3303         mymiplevel = savemiplevel;
3304         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
3305         {
3306                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3307                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3308                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
3309                 Mem_Free(pixels);pixels = NULL;
3310         }
3311
3312         mymiplevel = savemiplevel;
3313         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3314         {
3315                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3316                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3317                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
3318                 Mem_Free(pixels);
3319                 pixels = NULL;
3320         }
3321
3322         mymiplevel = savemiplevel;
3323         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3324         {
3325                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3326                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3327                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
3328                 Mem_Free(pixels);
3329                 pixels = NULL;
3330         }
3331
3332         mymiplevel = savemiplevel;
3333         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3334         {
3335                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3336                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3337                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
3338                 Mem_Free(pixels);
3339                 pixels = NULL;
3340         }
3341
3342         mymiplevel = savemiplevel;
3343         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3344         {
3345                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3346                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3347                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
3348                 Mem_Free(pixels);
3349                 pixels = NULL;
3350         }
3351
3352         if (basepixels)
3353                 Mem_Free(basepixels);
3354
3355         return skinframe;
3356 }
3357
3358 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3359 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
3360 {
3361         int i;
3362         unsigned char *temp1, *temp2;
3363         skinframe_t *skinframe;
3364
3365         if (cls.state == ca_dedicated)
3366                 return NULL;
3367
3368         // if already loaded just return it, otherwise make a new skinframe
3369         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3370         if (skinframe && skinframe->base)
3371                 return skinframe;
3372
3373         skinframe->stain = NULL;
3374         skinframe->merged = NULL;
3375         skinframe->base = NULL;
3376         skinframe->pants = NULL;
3377         skinframe->shirt = NULL;
3378         skinframe->nmap = NULL;
3379         skinframe->gloss = NULL;
3380         skinframe->glow = NULL;
3381         skinframe->fog = NULL;
3382         skinframe->reflect = NULL;
3383         skinframe->hasalpha = false;
3384
3385         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3386         if (!skindata)
3387                 return NULL;
3388
3389         if (developer_loading.integer)
3390                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3391
3392         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3393         {
3394                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3395                 temp2 = temp1 + width * height * 4;
3396                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3397                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3398                 Mem_Free(temp1);
3399         }
3400         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
3401         if (textureflags & TEXF_ALPHA)
3402         {
3403                 for (i = 3;i < width * height * 4;i += 4)
3404                 {
3405                         if (skindata[i] < 255)
3406                         {
3407                                 skinframe->hasalpha = true;
3408                                 break;
3409                         }
3410                 }
3411                 if (r_loadfog && skinframe->hasalpha)
3412                 {
3413                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3414                         memcpy(fogpixels, skindata, width * height * 4);
3415                         for (i = 0;i < width * height * 4;i += 4)
3416                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3417                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3418                         Mem_Free(fogpixels);
3419                 }
3420         }
3421
3422         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3423         //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]);
3424
3425         return skinframe;
3426 }
3427
3428 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3429 {
3430         int i;
3431         int featuresmask;
3432         skinframe_t *skinframe;
3433
3434         if (cls.state == ca_dedicated)
3435                 return NULL;
3436
3437         // if already loaded just return it, otherwise make a new skinframe
3438         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3439         if (skinframe && skinframe->base)
3440                 return skinframe;
3441
3442         skinframe->stain = NULL;
3443         skinframe->merged = NULL;
3444         skinframe->base = NULL;
3445         skinframe->pants = NULL;
3446         skinframe->shirt = NULL;
3447         skinframe->nmap = NULL;
3448         skinframe->gloss = NULL;
3449         skinframe->glow = NULL;
3450         skinframe->fog = NULL;
3451         skinframe->reflect = NULL;
3452         skinframe->hasalpha = false;
3453
3454         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3455         if (!skindata)
3456                 return NULL;
3457
3458         if (developer_loading.integer)
3459                 Con_Printf("loading quake skin \"%s\"\n", name);
3460
3461         // 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)
3462         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3463         memcpy(skinframe->qpixels, skindata, width*height);
3464         skinframe->qwidth = width;
3465         skinframe->qheight = height;
3466
3467         featuresmask = 0;
3468         for (i = 0;i < width * height;i++)
3469                 featuresmask |= palette_featureflags[skindata[i]];
3470
3471         skinframe->hasalpha = false;
3472         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3473         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3474         skinframe->qgeneratemerged = true;
3475         skinframe->qgeneratebase = skinframe->qhascolormapping;
3476         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3477
3478         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3479         //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]);
3480
3481         return skinframe;
3482 }
3483
3484 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3485 {
3486         int width;
3487         int height;
3488         unsigned char *skindata;
3489
3490         if (!skinframe->qpixels)
3491                 return;
3492
3493         if (!skinframe->qhascolormapping)
3494                 colormapped = false;
3495
3496         if (colormapped)
3497         {
3498                 if (!skinframe->qgeneratebase)
3499                         return;
3500         }
3501         else
3502         {
3503                 if (!skinframe->qgeneratemerged)
3504                         return;
3505         }
3506
3507         width = skinframe->qwidth;
3508         height = skinframe->qheight;
3509         skindata = skinframe->qpixels;
3510
3511         if (skinframe->qgeneratenmap)
3512         {
3513                 unsigned char *temp1, *temp2;
3514                 skinframe->qgeneratenmap = false;
3515                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3516                 temp2 = temp1 + width * height * 4;
3517                 // use either a custom palette or the quake palette
3518                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3519                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3520                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3521                 Mem_Free(temp1);
3522         }
3523
3524         if (skinframe->qgenerateglow)
3525         {
3526                 skinframe->qgenerateglow = false;
3527                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3528         }
3529
3530         if (colormapped)
3531         {
3532                 skinframe->qgeneratebase = false;
3533                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3534                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3535                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3536         }
3537         else
3538         {
3539                 skinframe->qgeneratemerged = false;
3540                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3541         }
3542
3543         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3544         {
3545                 Mem_Free(skinframe->qpixels);
3546                 skinframe->qpixels = NULL;
3547         }
3548 }
3549
3550 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)
3551 {
3552         int i;
3553         skinframe_t *skinframe;
3554
3555         if (cls.state == ca_dedicated)
3556                 return NULL;
3557
3558         // if already loaded just return it, otherwise make a new skinframe
3559         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3560         if (skinframe && skinframe->base)
3561                 return skinframe;
3562
3563         skinframe->stain = NULL;
3564         skinframe->merged = NULL;
3565         skinframe->base = NULL;
3566         skinframe->pants = NULL;
3567         skinframe->shirt = NULL;
3568         skinframe->nmap = NULL;
3569         skinframe->gloss = NULL;
3570         skinframe->glow = NULL;
3571         skinframe->fog = NULL;
3572         skinframe->reflect = NULL;
3573         skinframe->hasalpha = false;
3574
3575         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3576         if (!skindata)
3577                 return NULL;
3578
3579         if (developer_loading.integer)
3580                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3581
3582         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3583         if (textureflags & TEXF_ALPHA)
3584         {
3585                 for (i = 0;i < width * height;i++)
3586                 {
3587                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3588                         {
3589                                 skinframe->hasalpha = true;
3590                                 break;
3591                         }
3592                 }
3593                 if (r_loadfog && skinframe->hasalpha)
3594                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3595         }
3596
3597         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3598         //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]);
3599
3600         return skinframe;
3601 }
3602
3603 skinframe_t *R_SkinFrame_LoadMissing(void)
3604 {
3605         skinframe_t *skinframe;
3606
3607         if (cls.state == ca_dedicated)
3608                 return NULL;
3609
3610         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3611         skinframe->stain = NULL;
3612         skinframe->merged = NULL;
3613         skinframe->base = NULL;
3614         skinframe->pants = NULL;
3615         skinframe->shirt = NULL;
3616         skinframe->nmap = NULL;
3617         skinframe->gloss = NULL;
3618         skinframe->glow = NULL;
3619         skinframe->fog = NULL;
3620         skinframe->reflect = NULL;
3621         skinframe->hasalpha = false;
3622
3623         skinframe->avgcolor[0] = rand() / RAND_MAX;
3624         skinframe->avgcolor[1] = rand() / RAND_MAX;
3625         skinframe->avgcolor[2] = rand() / RAND_MAX;
3626         skinframe->avgcolor[3] = 1;
3627
3628         return skinframe;
3629 }
3630
3631 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3632 typedef struct suffixinfo_s
3633 {
3634         const char *suffix;
3635         qboolean flipx, flipy, flipdiagonal;
3636 }
3637 suffixinfo_t;
3638 static suffixinfo_t suffix[3][6] =
3639 {
3640         {
3641                 {"px",   false, false, false},
3642                 {"nx",   false, false, false},
3643                 {"py",   false, false, false},
3644                 {"ny",   false, false, false},
3645                 {"pz",   false, false, false},
3646                 {"nz",   false, false, false}
3647         },
3648         {
3649                 {"posx", false, false, false},
3650                 {"negx", false, false, false},
3651                 {"posy", false, false, false},
3652                 {"negy", false, false, false},
3653                 {"posz", false, false, false},
3654                 {"negz", false, false, false}
3655         },
3656         {
3657                 {"rt",    true, false,  true},
3658                 {"lf",   false,  true,  true},
3659                 {"ft",    true,  true, false},
3660                 {"bk",   false, false, false},
3661                 {"up",    true, false,  true},
3662                 {"dn",    true, false,  true}
3663         }
3664 };
3665
3666 static int componentorder[4] = {0, 1, 2, 3};
3667
3668 rtexture_t *R_LoadCubemap(const char *basename)
3669 {
3670         int i, j, cubemapsize;
3671         unsigned char *cubemappixels, *image_buffer;
3672         rtexture_t *cubemaptexture;
3673         char name[256];
3674         // must start 0 so the first loadimagepixels has no requested width/height
3675         cubemapsize = 0;
3676         cubemappixels = NULL;
3677         cubemaptexture = NULL;
3678         // keep trying different suffix groups (posx, px, rt) until one loads
3679         for (j = 0;j < 3 && !cubemappixels;j++)
3680         {
3681                 // load the 6 images in the suffix group
3682                 for (i = 0;i < 6;i++)
3683                 {
3684                         // generate an image name based on the base and and suffix
3685                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3686                         // load it
3687                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
3688                         {
3689                                 // an image loaded, make sure width and height are equal
3690                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3691                                 {
3692                                         // if this is the first image to load successfully, allocate the cubemap memory
3693                                         if (!cubemappixels && image_width >= 1)
3694                                         {
3695                                                 cubemapsize = image_width;
3696                                                 // note this clears to black, so unavailable sides are black
3697                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3698                                         }
3699                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3700                                         if (cubemappixels)
3701                                                 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);
3702                                 }
3703                                 else
3704                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3705                                 // free the image
3706                                 Mem_Free(image_buffer);
3707                         }
3708                 }
3709         }
3710         // if a cubemap loaded, upload it
3711         if (cubemappixels)
3712         {
3713                 if (developer_loading.integer)
3714                         Con_Printf("loading cubemap \"%s\"\n", basename);
3715
3716                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3717                 Mem_Free(cubemappixels);
3718         }
3719         else
3720         {
3721                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3722                 if (developer_loading.integer)
3723                 {
3724                         Con_Printf("(tried tried images ");
3725                         for (j = 0;j < 3;j++)
3726                                 for (i = 0;i < 6;i++)
3727                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3728                         Con_Print(" and was unable to find any of them).\n");
3729                 }
3730         }
3731         return cubemaptexture;
3732 }
3733
3734 rtexture_t *R_GetCubemap(const char *basename)
3735 {
3736         int i;
3737         for (i = 0;i < r_texture_numcubemaps;i++)
3738                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
3739                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
3740         if (i >= MAX_CUBEMAPS)
3741                 return r_texture_whitecube;
3742         r_texture_numcubemaps++;
3743         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
3744         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
3745         return r_texture_cubemaps[i].texture;
3746 }
3747
3748 void R_FreeCubemaps(void)
3749 {
3750         int i;
3751         for (i = 0;i < r_texture_numcubemaps;i++)
3752         {
3753                 if (developer_loading.integer)
3754                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
3755                 if (r_texture_cubemaps[i].texture)
3756                         R_FreeTexture(r_texture_cubemaps[i].texture);
3757         }
3758         r_texture_numcubemaps = 0;
3759 }
3760
3761 void R_Main_FreeViewCache(void)
3762 {
3763         if (r_refdef.viewcache.entityvisible)
3764                 Mem_Free(r_refdef.viewcache.entityvisible);
3765         if (r_refdef.viewcache.world_pvsbits)
3766                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3767         if (r_refdef.viewcache.world_leafvisible)
3768                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3769         if (r_refdef.viewcache.world_surfacevisible)
3770                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3771         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3772 }
3773
3774 void R_Main_ResizeViewCache(void)
3775 {
3776         int numentities = r_refdef.scene.numentities;
3777         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3778         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3779         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3780         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3781         if (r_refdef.viewcache.maxentities < numentities)
3782         {
3783                 r_refdef.viewcache.maxentities = numentities;
3784                 if (r_refdef.viewcache.entityvisible)
3785                         Mem_Free(r_refdef.viewcache.entityvisible);
3786                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3787         }
3788         if (r_refdef.viewcache.world_numclusters != numclusters)
3789         {
3790                 r_refdef.viewcache.world_numclusters = numclusters;
3791                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3792                 if (r_refdef.viewcache.world_pvsbits)
3793                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3794                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3795         }
3796         if (r_refdef.viewcache.world_numleafs != numleafs)
3797         {
3798                 r_refdef.viewcache.world_numleafs = numleafs;
3799                 if (r_refdef.viewcache.world_leafvisible)
3800                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3801                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3802         }
3803         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3804         {
3805                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3806                 if (r_refdef.viewcache.world_surfacevisible)
3807                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3808                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3809         }
3810 }
3811
3812 extern rtexture_t *loadingscreentexture;
3813 void gl_main_start(void)
3814 {
3815         loadingscreentexture = NULL;
3816         r_texture_blanknormalmap = NULL;
3817         r_texture_white = NULL;
3818         r_texture_grey128 = NULL;
3819         r_texture_black = NULL;
3820         r_texture_whitecube = NULL;
3821         r_texture_normalizationcube = NULL;
3822         r_texture_fogattenuation = NULL;
3823         r_texture_fogheighttexture = NULL;
3824         r_texture_gammaramps = NULL;
3825         r_texture_numcubemaps = 0;
3826
3827         r_loaddds = r_texture_dds_load.integer != 0;
3828         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3829
3830         switch(vid.renderpath)
3831         {
3832         case RENDERPATH_GL20:
3833         case RENDERPATH_D3D9:
3834         case RENDERPATH_D3D10:
3835         case RENDERPATH_D3D11:
3836         case RENDERPATH_SOFT:
3837                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3838                 Cvar_SetValueQuick(&gl_combine, 1);
3839                 Cvar_SetValueQuick(&r_glsl, 1);
3840                 r_loadnormalmap = true;
3841                 r_loadgloss = true;
3842                 r_loadfog = false;
3843                 break;
3844         case RENDERPATH_GL13:
3845                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3846                 Cvar_SetValueQuick(&gl_combine, 1);
3847                 Cvar_SetValueQuick(&r_glsl, 0);
3848                 r_loadnormalmap = false;
3849                 r_loadgloss = false;
3850                 r_loadfog = true;
3851                 break;
3852         case RENDERPATH_GL11:
3853                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3854                 Cvar_SetValueQuick(&gl_combine, 0);
3855                 Cvar_SetValueQuick(&r_glsl, 0);
3856                 r_loadnormalmap = false;
3857                 r_loadgloss = false;
3858                 r_loadfog = true;
3859                 break;
3860         case RENDERPATH_GLES2:
3861                 Cvar_SetValueQuick(&r_textureunits, 1);
3862                 Cvar_SetValueQuick(&gl_combine, 1);
3863                 Cvar_SetValueQuick(&r_glsl, 1);
3864                 r_loadnormalmap = true;
3865                 r_loadgloss = false;
3866                 r_loadfog = false;
3867                 break;
3868         }
3869
3870         R_AnimCache_Free();
3871         R_FrameData_Reset();
3872
3873         r_numqueries = 0;
3874         r_maxqueries = 0;
3875         memset(r_queries, 0, sizeof(r_queries));
3876
3877         r_qwskincache = NULL;
3878         r_qwskincache_size = 0;
3879
3880         // due to caching of texture_t references, the collision cache must be reset
3881         Collision_Cache_Reset(true);
3882
3883         // set up r_skinframe loading system for textures
3884         memset(&r_skinframe, 0, sizeof(r_skinframe));
3885         r_skinframe.loadsequence = 1;
3886         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3887
3888         r_main_texturepool = R_AllocTexturePool();
3889         R_BuildBlankTextures();
3890         R_BuildNoTexture();
3891         if (vid.support.arb_texture_cube_map)
3892         {
3893                 R_BuildWhiteCube();
3894                 R_BuildNormalizationCube();
3895         }
3896         r_texture_fogattenuation = NULL;
3897         r_texture_fogheighttexture = NULL;
3898         r_texture_gammaramps = NULL;
3899         //r_texture_fogintensity = NULL;
3900         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3901         memset(&r_waterstate, 0, sizeof(r_waterstate));
3902         r_glsl_permutation = NULL;
3903         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3904         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3905         glslshaderstring = NULL;
3906 #ifdef SUPPORTD3D
3907         r_hlsl_permutation = NULL;
3908         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
3909         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
3910 #endif
3911         hlslshaderstring = NULL;
3912         memset(&r_svbsp, 0, sizeof (r_svbsp));
3913
3914         r_refdef.fogmasktable_density = 0;
3915 }
3916
3917 void gl_main_shutdown(void)
3918 {
3919         R_AnimCache_Free();
3920         R_FrameData_Reset();
3921
3922         R_Main_FreeViewCache();
3923
3924         switch(vid.renderpath)
3925         {
3926         case RENDERPATH_GL11:
3927         case RENDERPATH_GL13:
3928         case RENDERPATH_GL20:
3929         case RENDERPATH_GLES2:
3930                 if (r_maxqueries)
3931                         qglDeleteQueriesARB(r_maxqueries, r_queries);
3932                 break;
3933         case RENDERPATH_D3D9:
3934                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3935                 break;
3936         case RENDERPATH_D3D10:
3937                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3938                 break;
3939         case RENDERPATH_D3D11:
3940                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3941                 break;
3942         case RENDERPATH_SOFT:
3943                 break;
3944         }
3945
3946         r_numqueries = 0;
3947         r_maxqueries = 0;
3948         memset(r_queries, 0, sizeof(r_queries));
3949
3950         r_qwskincache = NULL;
3951         r_qwskincache_size = 0;
3952
3953         // clear out the r_skinframe state
3954         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3955         memset(&r_skinframe, 0, sizeof(r_skinframe));
3956
3957         if (r_svbsp.nodes)
3958                 Mem_Free(r_svbsp.nodes);
3959         memset(&r_svbsp, 0, sizeof (r_svbsp));
3960         R_FreeTexturePool(&r_main_texturepool);
3961         loadingscreentexture = NULL;
3962         r_texture_blanknormalmap = NULL;
3963         r_texture_white = NULL;
3964         r_texture_grey128 = NULL;
3965         r_texture_black = NULL;
3966         r_texture_whitecube = NULL;
3967         r_texture_normalizationcube = NULL;
3968         r_texture_fogattenuation = NULL;
3969         r_texture_fogheighttexture = NULL;
3970         r_texture_gammaramps = NULL;
3971         r_texture_numcubemaps = 0;
3972         //r_texture_fogintensity = NULL;
3973         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3974         memset(&r_waterstate, 0, sizeof(r_waterstate));
3975         R_GLSL_Restart_f();
3976
3977         r_glsl_permutation = NULL;
3978         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3979         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3980         glslshaderstring = NULL;
3981 #ifdef SUPPORTD3D
3982         r_hlsl_permutation = NULL;
3983         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
3984         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
3985 #endif
3986         hlslshaderstring = NULL;
3987 }
3988
3989 extern void CL_ParseEntityLump(char *entitystring);
3990 void gl_main_newmap(void)
3991 {
3992         // FIXME: move this code to client
3993         char *entities, entname[MAX_QPATH];
3994         if (r_qwskincache)
3995                 Mem_Free(r_qwskincache);
3996         r_qwskincache = NULL;
3997         r_qwskincache_size = 0;
3998         if (cl.worldmodel)
3999         {
4000                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4001                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4002                 {
4003                         CL_ParseEntityLump(entities);
4004                         Mem_Free(entities);
4005                         return;
4006                 }
4007                 if (cl.worldmodel->brush.entities)
4008                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4009         }
4010         R_Main_FreeViewCache();
4011
4012         R_FrameData_Reset();
4013 }
4014
4015 void GL_Main_Init(void)
4016 {
4017         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4018
4019         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4020         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4021         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4022         if (gamemode == GAME_NEHAHRA)
4023         {
4024                 Cvar_RegisterVariable (&gl_fogenable);
4025                 Cvar_RegisterVariable (&gl_fogdensity);
4026                 Cvar_RegisterVariable (&gl_fogred);
4027                 Cvar_RegisterVariable (&gl_foggreen);
4028                 Cvar_RegisterVariable (&gl_fogblue);
4029                 Cvar_RegisterVariable (&gl_fogstart);
4030                 Cvar_RegisterVariable (&gl_fogend);
4031                 Cvar_RegisterVariable (&gl_skyclip);
4032         }
4033         Cvar_RegisterVariable(&r_motionblur);
4034         Cvar_RegisterVariable(&r_motionblur_maxblur);
4035         Cvar_RegisterVariable(&r_motionblur_bmin);
4036         Cvar_RegisterVariable(&r_motionblur_vmin);
4037         Cvar_RegisterVariable(&r_motionblur_vmax);
4038         Cvar_RegisterVariable(&r_motionblur_vcoeff);
4039         Cvar_RegisterVariable(&r_motionblur_randomize);
4040         Cvar_RegisterVariable(&r_damageblur);
4041         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4042         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4043         Cvar_RegisterVariable(&r_equalize_entities_by);
4044         Cvar_RegisterVariable(&r_equalize_entities_to);
4045         Cvar_RegisterVariable(&r_depthfirst);
4046         Cvar_RegisterVariable(&r_useinfinitefarclip);
4047         Cvar_RegisterVariable(&r_farclip_base);
4048         Cvar_RegisterVariable(&r_farclip_world);
4049         Cvar_RegisterVariable(&r_nearclip);
4050         Cvar_RegisterVariable(&r_showbboxes);
4051         Cvar_RegisterVariable(&r_showsurfaces);
4052         Cvar_RegisterVariable(&r_showtris);
4053         Cvar_RegisterVariable(&r_shownormals);
4054         Cvar_RegisterVariable(&r_showlighting);
4055         Cvar_RegisterVariable(&r_showshadowvolumes);
4056         Cvar_RegisterVariable(&r_showcollisionbrushes);
4057         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4058         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4059         Cvar_RegisterVariable(&r_showdisabledepthtest);
4060         Cvar_RegisterVariable(&r_drawportals);
4061         Cvar_RegisterVariable(&r_drawentities);
4062         Cvar_RegisterVariable(&r_draw2d);
4063         Cvar_RegisterVariable(&r_drawworld);
4064         Cvar_RegisterVariable(&r_cullentities_trace);
4065         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4066         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4067         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4068         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4069         Cvar_RegisterVariable(&r_drawviewmodel);
4070         Cvar_RegisterVariable(&r_drawexteriormodel);
4071         Cvar_RegisterVariable(&r_speeds);
4072         Cvar_RegisterVariable(&r_fullbrights);
4073         Cvar_RegisterVariable(&r_wateralpha);
4074         Cvar_RegisterVariable(&r_dynamic);
4075         Cvar_RegisterVariable(&r_fakelight);
4076         Cvar_RegisterVariable(&r_fakelight_intensity);
4077         Cvar_RegisterVariable(&r_fullbright);
4078         Cvar_RegisterVariable(&r_shadows);
4079         Cvar_RegisterVariable(&r_shadows_darken);
4080         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4081         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4082         Cvar_RegisterVariable(&r_shadows_throwdistance);
4083         Cvar_RegisterVariable(&r_shadows_throwdirection);
4084         Cvar_RegisterVariable(&r_shadows_focus);
4085         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4086         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4087         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4088         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4089         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4090         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4091         Cvar_RegisterVariable(&r_fog_exp2);
4092         Cvar_RegisterVariable(&r_fog_clear);
4093         Cvar_RegisterVariable(&r_drawfog);
4094         Cvar_RegisterVariable(&r_transparentdepthmasking);
4095         Cvar_RegisterVariable(&r_texture_dds_load);
4096         Cvar_RegisterVariable(&r_texture_dds_save);
4097         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
4098         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
4099         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
4100         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
4101         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
4102         Cvar_RegisterVariable(&r_textureunits);
4103         Cvar_RegisterVariable(&gl_combine);
4104         Cvar_RegisterVariable(&r_viewfbo);
4105         Cvar_RegisterVariable(&r_viewscale);
4106         Cvar_RegisterVariable(&r_glsl);
4107         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4108         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4109         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4110         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4111         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4112         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4113         Cvar_RegisterVariable(&r_glsl_postprocess);
4114         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4115         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4116         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4117         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4118         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4119         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4120         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4121         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4122
4123         Cvar_RegisterVariable(&r_water);
4124         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4125         Cvar_RegisterVariable(&r_water_clippingplanebias);
4126         Cvar_RegisterVariable(&r_water_refractdistort);
4127         Cvar_RegisterVariable(&r_water_reflectdistort);
4128         Cvar_RegisterVariable(&r_water_scissormode);
4129         Cvar_RegisterVariable(&r_lerpsprites);
4130         Cvar_RegisterVariable(&r_lerpmodels);
4131         Cvar_RegisterVariable(&r_lerplightstyles);
4132         Cvar_RegisterVariable(&r_waterscroll);
4133         Cvar_RegisterVariable(&r_bloom);
4134         Cvar_RegisterVariable(&r_bloom_colorscale);
4135         Cvar_RegisterVariable(&r_bloom_brighten);
4136         Cvar_RegisterVariable(&r_bloom_blur);
4137         Cvar_RegisterVariable(&r_bloom_resolution);
4138         Cvar_RegisterVariable(&r_bloom_colorexponent);
4139         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4140         Cvar_RegisterVariable(&r_hdr);
4141         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4142         Cvar_RegisterVariable(&r_hdr_glowintensity);
4143         Cvar_RegisterVariable(&r_hdr_range);
4144         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4145         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4146         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4147         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4148         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4149         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade);
4150         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4151         Cvar_RegisterVariable(&developer_texturelogging);
4152         Cvar_RegisterVariable(&gl_lightmaps);
4153         Cvar_RegisterVariable(&r_test);
4154         Cvar_RegisterVariable(&r_glsl_saturation);
4155         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4156         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4157         Cvar_RegisterVariable(&r_framedatasize);
4158         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4159                 Cvar_SetValue("r_fullbrights", 0);
4160         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4161
4162         Cvar_RegisterVariable(&r_track_sprites);
4163         Cvar_RegisterVariable(&r_track_sprites_flags);
4164         Cvar_RegisterVariable(&r_track_sprites_scalew);
4165         Cvar_RegisterVariable(&r_track_sprites_scaleh);
4166         Cvar_RegisterVariable(&r_overheadsprites_perspective);
4167         Cvar_RegisterVariable(&r_overheadsprites_pushback);
4168         Cvar_RegisterVariable(&r_overheadsprites_scalex);
4169         Cvar_RegisterVariable(&r_overheadsprites_scaley);
4170 }
4171
4172 extern void R_Textures_Init(void);
4173 extern void GL_Draw_Init(void);
4174 extern void GL_Main_Init(void);
4175 extern void R_Shadow_Init(void);
4176 extern void R_Sky_Init(void);
4177 extern void GL_Surf_Init(void);
4178 extern void R_Particles_Init(void);
4179 extern void R_Explosion_Init(void);
4180 extern void gl_backend_init(void);
4181 extern void Sbar_Init(void);
4182 extern void R_LightningBeams_Init(void);
4183 extern void Mod_RenderInit(void);
4184 extern void Font_Init(void);
4185
4186 void Render_Init(void)
4187 {
4188         gl_backend_init();
4189         R_Textures_Init();
4190         GL_Main_Init();
4191         Font_Init();
4192         GL_Draw_Init();
4193         R_Shadow_Init();
4194         R_Sky_Init();
4195         GL_Surf_Init();
4196         Sbar_Init();
4197         R_Particles_Init();
4198         R_Explosion_Init();
4199         R_LightningBeams_Init();
4200         Mod_RenderInit();
4201 }
4202
4203 /*
4204 ===============
4205 GL_Init
4206 ===============
4207 */
4208 extern char *ENGINE_EXTENSIONS;
4209 void GL_Init (void)
4210 {
4211         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4212         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4213         gl_version = (const char *)qglGetString(GL_VERSION);
4214         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4215
4216         if (!gl_extensions)
4217                 gl_extensions = "";
4218         if (!gl_platformextensions)
4219                 gl_platformextensions = "";
4220
4221         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4222         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4223         Con_Printf("GL_VERSION: %s\n", gl_version);
4224         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4225         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4226
4227         VID_CheckExtensions();
4228
4229         // LordHavoc: report supported extensions
4230         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4231
4232         // clear to black (loading plaque will be seen over this)
4233         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4234 }
4235
4236 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4237 {
4238         int i;
4239         mplane_t *p;
4240         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4241         {
4242                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4243                 if (i == 4)
4244                         continue;
4245                 p = r_refdef.view.frustum + i;
4246                 switch(p->signbits)
4247                 {
4248                 default:
4249                 case 0:
4250                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4251                                 return true;
4252                         break;
4253                 case 1:
4254                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4255                                 return true;
4256                         break;
4257                 case 2:
4258                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4259                                 return true;
4260                         break;
4261                 case 3:
4262                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4263                                 return true;
4264                         break;
4265                 case 4:
4266                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4267                                 return true;
4268                         break;
4269                 case 5:
4270                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4271                                 return true;
4272                         break;
4273                 case 6:
4274                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4275                                 return true;
4276                         break;
4277                 case 7:
4278                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4279                                 return true;
4280                         break;
4281                 }
4282         }
4283         return false;
4284 }
4285
4286 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4287 {
4288         int i;
4289         const mplane_t *p;
4290         for (i = 0;i < numplanes;i++)
4291         {
4292                 p = planes + i;
4293                 switch(p->signbits)
4294                 {
4295                 default:
4296                 case 0:
4297                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4298                                 return true;
4299                         break;
4300                 case 1:
4301                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4302                                 return true;
4303                         break;
4304                 case 2:
4305                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4306                                 return true;
4307                         break;
4308                 case 3:
4309                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4310                                 return true;
4311                         break;
4312                 case 4:
4313                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4314                                 return true;
4315                         break;
4316                 case 5:
4317                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4318                                 return true;
4319                         break;
4320                 case 6:
4321                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4322                                 return true;
4323                         break;
4324                 case 7:
4325                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4326                                 return true;
4327                         break;
4328                 }
4329         }
4330         return false;
4331 }
4332
4333 //==================================================================================
4334
4335 // LordHavoc: this stores temporary data used within the same frame
4336
4337 typedef struct r_framedata_mem_s
4338 {
4339         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4340         size_t size; // how much usable space
4341         size_t current; // how much space in use
4342         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4343         size_t wantedsize; // how much space was allocated
4344         unsigned char *data; // start of real data (16byte aligned)
4345 }
4346 r_framedata_mem_t;
4347
4348 static r_framedata_mem_t *r_framedata_mem;
4349
4350 void R_FrameData_Reset(void)
4351 {
4352         while (r_framedata_mem)
4353         {
4354                 r_framedata_mem_t *next = r_framedata_mem->purge;
4355                 Mem_Free(r_framedata_mem);
4356                 r_framedata_mem = next;
4357         }
4358 }
4359
4360 void R_FrameData_Resize(void)
4361 {
4362         size_t wantedsize;
4363         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4364         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4365         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4366         {
4367                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4368                 newmem->wantedsize = wantedsize;
4369                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4370                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4371                 newmem->current = 0;
4372                 newmem->mark = 0;
4373                 newmem->purge = r_framedata_mem;
4374                 r_framedata_mem = newmem;
4375         }
4376 }
4377
4378 void R_FrameData_NewFrame(void)
4379 {
4380         R_FrameData_Resize();
4381         if (!r_framedata_mem)
4382                 return;
4383         // if we ran out of space on the last frame, free the old memory now
4384         while (r_framedata_mem->purge)
4385         {
4386                 // repeatedly remove the second item in the list, leaving only head
4387                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4388                 Mem_Free(r_framedata_mem->purge);
4389                 r_framedata_mem->purge = next;
4390         }
4391         // reset the current mem pointer
4392         r_framedata_mem->current = 0;
4393         r_framedata_mem->mark = 0;
4394 }
4395
4396 void *R_FrameData_Alloc(size_t size)
4397 {
4398         void *data;
4399
4400         // align to 16 byte boundary - the data pointer is already aligned, so we
4401         // only need to ensure the size of every allocation is also aligned
4402         size = (size + 15) & ~15;
4403
4404         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4405         {
4406                 // emergency - we ran out of space, allocate more memory
4407                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4408                 R_FrameData_Resize();
4409         }
4410
4411         data = r_framedata_mem->data + r_framedata_mem->current;
4412         r_framedata_mem->current += size;
4413
4414         // count the usage for stats
4415         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4416         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4417
4418         return (void *)data;
4419 }
4420
4421 void *R_FrameData_Store(size_t size, void *data)
4422 {
4423         void *d = R_FrameData_Alloc(size);
4424         if (d && data)
4425                 memcpy(d, data, size);
4426         return d;
4427 }
4428
4429 void R_FrameData_SetMark(void)
4430 {
4431         if (!r_framedata_mem)
4432                 return;
4433         r_framedata_mem->mark = r_framedata_mem->current;
4434 }
4435
4436 void R_FrameData_ReturnToMark(void)
4437 {
4438         if (!r_framedata_mem)
4439                 return;
4440         r_framedata_mem->current = r_framedata_mem->mark;
4441 }
4442
4443 //==================================================================================
4444
4445 // LordHavoc: animcache originally written by Echon, rewritten since then
4446
4447 /**
4448  * Animation cache prevents re-generating mesh data for an animated model
4449  * multiple times in one frame for lighting, shadowing, reflections, etc.
4450  */
4451
4452 void R_AnimCache_Free(void)
4453 {
4454 }
4455
4456 void R_AnimCache_ClearCache(void)
4457 {
4458         int i;
4459         entity_render_t *ent;
4460
4461         for (i = 0;i < r_refdef.scene.numentities;i++)
4462         {
4463                 ent = r_refdef.scene.entities[i];
4464                 ent->animcache_vertex3f = NULL;
4465                 ent->animcache_normal3f = NULL;
4466                 ent->animcache_svector3f = NULL;
4467                 ent->animcache_tvector3f = NULL;
4468                 ent->animcache_vertexmesh = NULL;
4469                 ent->animcache_vertex3fbuffer = NULL;
4470                 ent->animcache_vertexmeshbuffer = NULL;
4471         }
4472 }
4473
4474 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4475 {
4476         int i;
4477
4478         // check if we need the meshbuffers
4479         if (!vid.useinterleavedarrays)
4480                 return;
4481
4482         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4483                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4484         // TODO: upload vertex3f buffer?
4485         if (ent->animcache_vertexmesh)
4486         {
4487                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4488                 for (i = 0;i < numvertices;i++)
4489                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4490                 if (ent->animcache_svector3f)
4491                         for (i = 0;i < numvertices;i++)
4492                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4493                 if (ent->animcache_tvector3f)
4494                         for (i = 0;i < numvertices;i++)
4495                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4496                 if (ent->animcache_normal3f)
4497                         for (i = 0;i < numvertices;i++)
4498                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4499                 // TODO: upload vertexmeshbuffer?
4500         }
4501 }
4502
4503 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4504 {
4505         dp_model_t *model = ent->model;
4506         int numvertices;
4507         // see if it's already cached this frame
4508         if (ent->animcache_vertex3f)
4509         {
4510                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4511                 if (wantnormals || wanttangents)
4512                 {
4513                         if (ent->animcache_normal3f)
4514                                 wantnormals = false;
4515                         if (ent->animcache_svector3f)
4516                                 wanttangents = false;
4517                         if (wantnormals || wanttangents)
4518                         {
4519                                 numvertices = model->surfmesh.num_vertices;
4520                                 if (wantnormals)
4521                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4522                                 if (wanttangents)
4523                                 {
4524                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4525                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4526                                 }
4527                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4528                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4529                         }
4530                 }
4531         }
4532         else
4533         {
4534                 // see if this ent is worth caching
4535                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
4536                         return false;
4537                 // get some memory for this entity and generate mesh data
4538                 numvertices = model->surfmesh.num_vertices;
4539                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4540                 if (wantnormals)
4541                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4542                 if (wanttangents)
4543                 {
4544                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4545                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4546                 }
4547                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4548                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4549         }
4550         return true;
4551 }
4552
4553 void R_AnimCache_CacheVisibleEntities(void)
4554 {
4555         int i;
4556         qboolean wantnormals = true;
4557         qboolean wanttangents = !r_showsurfaces.integer;
4558
4559         switch(vid.renderpath)
4560         {
4561         case RENDERPATH_GL20:
4562         case RENDERPATH_D3D9:
4563         case RENDERPATH_D3D10:
4564         case RENDERPATH_D3D11:
4565         case RENDERPATH_GLES2:
4566                 break;
4567         case RENDERPATH_GL13:
4568         case RENDERPATH_GL11:
4569                 wanttangents = false;
4570                 break;
4571         case RENDERPATH_SOFT:
4572                 break;
4573         }
4574
4575         if (r_shownormals.integer)
4576                 wanttangents = wantnormals = true;
4577
4578         // TODO: thread this
4579         // NOTE: R_PrepareRTLights() also caches entities
4580
4581         for (i = 0;i < r_refdef.scene.numentities;i++)
4582                 if (r_refdef.viewcache.entityvisible[i])
4583                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4584 }
4585
4586 //==================================================================================
4587
4588 static void R_View_UpdateEntityLighting (void)
4589 {
4590         int i;
4591         entity_render_t *ent;
4592         vec3_t tempdiffusenormal, avg;
4593         vec_t f, fa, fd, fdd;
4594         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4595
4596         for (i = 0;i < r_refdef.scene.numentities;i++)
4597         {
4598                 ent = r_refdef.scene.entities[i];
4599
4600                 // skip unseen models
4601                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4602                         continue;
4603
4604                 // skip bsp models
4605                 if (ent->model && ent->model->brush.num_leafs)
4606                 {
4607                         // TODO: use modellight for r_ambient settings on world?
4608                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4609                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4610                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4611                         continue;
4612                 }
4613
4614                 // fetch the lighting from the worldmodel data
4615                 VectorClear(ent->modellight_ambient);
4616                 VectorClear(ent->modellight_diffuse);
4617                 VectorClear(tempdiffusenormal);
4618                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
4619                 {
4620                         vec3_t org;
4621                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4622
4623                         // complete lightning for lit sprites
4624                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4625                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4626                         {
4627                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4628                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4629                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4630                         }
4631                         else
4632                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4633
4634                         if(ent->flags & RENDER_EQUALIZE)
4635                         {
4636                                 // first fix up ambient lighting...
4637                                 if(r_equalize_entities_minambient.value > 0)
4638                                 {
4639                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4640                                         if(fd > 0)
4641                                         {
4642                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4643                                                 if(fa < r_equalize_entities_minambient.value * fd)
4644                                                 {
4645                                                         // solve:
4646                                                         //   fa'/fd' = minambient
4647                                                         //   fa'+0.25*fd' = fa+0.25*fd
4648                                                         //   ...
4649                                                         //   fa' = fd' * minambient
4650                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4651                                                         //   ...
4652                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4653                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4654                                                         //   ...
4655                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4656                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4657                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4658                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4659                                                 }
4660                                         }
4661                                 }
4662
4663                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4664                                 {
4665                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4666                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4667                                         f = fa + 0.25 * fd;
4668                                         if(f > 0)
4669                                         {
4670                                                 // adjust brightness and saturation to target
4671                                                 avg[0] = avg[1] = avg[2] = fa / f;
4672                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4673                                                 avg[0] = avg[1] = avg[2] = fd / f;
4674                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4675                                         }
4676                                 }
4677                         }
4678                 }
4679                 else // highly rare
4680                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4681
4682                 // move the light direction into modelspace coordinates for lighting code
4683                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4684                 if(VectorLength2(ent->modellight_lightdir) == 0)
4685                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4686                 VectorNormalize(ent->modellight_lightdir);
4687         }
4688 }
4689
4690 #define MAX_LINEOFSIGHTTRACES 64
4691
4692 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4693 {
4694         int i;
4695         vec3_t boxmins, boxmaxs;
4696         vec3_t start;
4697         vec3_t end;
4698         dp_model_t *model = r_refdef.scene.worldmodel;
4699
4700         if (!model || !model->brush.TraceLineOfSight)
4701                 return true;
4702
4703         // expand the box a little
4704         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4705         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4706         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4707         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4708         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4709         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4710
4711         // return true if eye is inside enlarged box
4712         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4713                 return true;
4714
4715         // try center
4716         VectorCopy(eye, start);
4717         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4718         if (model->brush.TraceLineOfSight(model, start, end))
4719                 return true;
4720
4721         // try various random positions
4722         for (i = 0;i < numsamples;i++)
4723         {
4724                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4725                 if (model->brush.TraceLineOfSight(model, start, end))
4726                         return true;
4727         }
4728
4729         return false;
4730 }
4731
4732
4733 static void R_View_UpdateEntityVisible (void)
4734 {
4735         int i;
4736         int renderimask;
4737         int samples;
4738         entity_render_t *ent;
4739
4740         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4741                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4742                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
4743                 :                                                          RENDER_EXTERIORMODEL;
4744         if (!r_drawviewmodel.integer)
4745                 renderimask |= RENDER_VIEWMODEL;
4746         if (!r_drawexteriormodel.integer)
4747                 renderimask |= RENDER_EXTERIORMODEL;
4748         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4749         {
4750                 // worldmodel can check visibility
4751                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4752                 for (i = 0;i < r_refdef.scene.numentities;i++)
4753                 {
4754                         ent = r_refdef.scene.entities[i];
4755                         if (!(ent->flags & renderimask))
4756                         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)))
4757                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4758                                 r_refdef.viewcache.entityvisible[i] = true;
4759                 }
4760                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
4761                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4762                 {
4763                         for (i = 0;i < r_refdef.scene.numentities;i++)
4764                         {
4765                                 ent = r_refdef.scene.entities[i];
4766                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4767                                 {
4768                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4769                                         if (samples < 0)
4770                                                 continue; // temp entities do pvs only
4771                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4772                                                 ent->last_trace_visibility = realtime;
4773                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4774                                                 r_refdef.viewcache.entityvisible[i] = 0;
4775                                 }
4776                         }
4777                 }
4778         }
4779         else
4780         {
4781                 // no worldmodel or it can't check visibility
4782                 for (i = 0;i < r_refdef.scene.numentities;i++)
4783                 {
4784                         ent = r_refdef.scene.entities[i];
4785                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4786                 }
4787         }
4788 }
4789
4790 /// only used if skyrendermasked, and normally returns false
4791 int R_DrawBrushModelsSky (void)
4792 {
4793         int i, sky;
4794         entity_render_t *ent;
4795
4796         sky = false;
4797         for (i = 0;i < r_refdef.scene.numentities;i++)
4798         {
4799                 if (!r_refdef.viewcache.entityvisible[i])
4800                         continue;
4801                 ent = r_refdef.scene.entities[i];
4802                 if (!ent->model || !ent->model->DrawSky)
4803                         continue;
4804                 ent->model->DrawSky(ent);
4805                 sky = true;
4806         }
4807         return sky;
4808 }
4809
4810 static void R_DrawNoModel(entity_render_t *ent);
4811 static void R_DrawModels(void)
4812 {
4813         int i;
4814         entity_render_t *ent;
4815
4816         for (i = 0;i < r_refdef.scene.numentities;i++)
4817         {
4818                 if (!r_refdef.viewcache.entityvisible[i])
4819                         continue;
4820                 ent = r_refdef.scene.entities[i];
4821                 r_refdef.stats.entities++;
4822                 if (ent->model && ent->model->Draw != NULL)
4823                         ent->model->Draw(ent);
4824                 else
4825                         R_DrawNoModel(ent);
4826         }
4827 }
4828
4829 static void R_DrawModelsDepth(void)
4830 {
4831         int i;
4832         entity_render_t *ent;
4833
4834         for (i = 0;i < r_refdef.scene.numentities;i++)
4835         {
4836                 if (!r_refdef.viewcache.entityvisible[i])
4837                         continue;
4838                 ent = r_refdef.scene.entities[i];
4839                 if (ent->model && ent->model->DrawDepth != NULL)
4840                         ent->model->DrawDepth(ent);
4841         }
4842 }
4843
4844 static void R_DrawModelsDebug(void)
4845 {
4846         int i;
4847         entity_render_t *ent;
4848
4849         for (i = 0;i < r_refdef.scene.numentities;i++)
4850         {
4851                 if (!r_refdef.viewcache.entityvisible[i])
4852                         continue;
4853                 ent = r_refdef.scene.entities[i];
4854                 if (ent->model && ent->model->DrawDebug != NULL)
4855                         ent->model->DrawDebug(ent);
4856         }
4857 }
4858
4859 static void R_DrawModelsAddWaterPlanes(void)
4860 {
4861         int i;
4862         entity_render_t *ent;
4863
4864         for (i = 0;i < r_refdef.scene.numentities;i++)
4865         {
4866                 if (!r_refdef.viewcache.entityvisible[i])
4867                         continue;
4868                 ent = r_refdef.scene.entities[i];
4869                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4870                         ent->model->DrawAddWaterPlanes(ent);
4871         }
4872 }
4873
4874 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4875 {
4876         if (r_hdr_irisadaptation.integer)
4877         {
4878                 vec3_t ambient;
4879                 vec3_t diffuse;
4880                 vec3_t diffusenormal;
4881                 vec_t brightness;
4882                 vec_t goal;
4883                 vec_t adjust;
4884                 vec_t current;
4885                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4886                 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
4887                 brightness = max(0.0000001f, brightness);
4888                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4889                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4890                 adjust = r_hdr_irisadaptation_fade.value * cl.realframetime;
4891                 current = r_hdr_irisadaptation_value.value;
4892                 if (current < goal)
4893                         current = min(current + adjust, goal);
4894                 else if (current > goal)
4895                         current = max(current - adjust, goal);
4896                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4897                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4898         }
4899         else if (r_hdr_irisadaptation_value.value != 1.0f)
4900                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4901 }
4902
4903 static void R_View_SetFrustum(const int *scissor)
4904 {
4905         int i;
4906         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4907         vec3_t forward, left, up, origin, v;
4908
4909         if(scissor)
4910         {
4911                 // flipped x coordinates (because x points left here)
4912                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4913                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4914
4915                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
4916                 switch(vid.renderpath)
4917                 {
4918                         case RENDERPATH_D3D9:
4919                         case RENDERPATH_D3D10:
4920                         case RENDERPATH_D3D11:
4921                         case RENDERPATH_SOFT:
4922                                 // non-flipped y coordinates
4923                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4924                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4925                                 break;
4926                         case RENDERPATH_GL11:
4927                         case RENDERPATH_GL13:
4928                         case RENDERPATH_GL20:
4929                         case RENDERPATH_GLES2:
4930                                 // non-flipped y coordinates
4931                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4932                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4933                                 break;
4934                 }
4935         }
4936
4937         // we can't trust r_refdef.view.forward and friends in reflected scenes
4938         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4939
4940 #if 0
4941         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4942         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4943         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4944         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4945         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4946         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4947         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4948         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4949         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4950         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4951         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4952         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4953 #endif
4954
4955 #if 0
4956         zNear = r_refdef.nearclip;
4957         nudge = 1.0 - 1.0 / (1<<23);
4958         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4959         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4960         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4961         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4962         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4963         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4964         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4965         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4966 #endif
4967
4968
4969
4970 #if 0
4971         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4972         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4973         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4974         r_refdef.view.frustum[0].dist = m[15] - m[12];
4975
4976         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4977         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4978         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4979         r_refdef.view.frustum[1].dist = m[15] + m[12];
4980
4981         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4982         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4983         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4984         r_refdef.view.frustum[2].dist = m[15] - m[13];
4985
4986         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4987         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4988         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4989         r_refdef.view.frustum[3].dist = m[15] + m[13];
4990
4991         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4992         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4993         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4994         r_refdef.view.frustum[4].dist = m[15] - m[14];
4995
4996         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4997         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4998         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4999         r_refdef.view.frustum[5].dist = m[15] + m[14];
5000 #endif
5001
5002         if (r_refdef.view.useperspective)
5003         {
5004                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5005                 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]);
5006                 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]);
5007                 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]);
5008                 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]);
5009
5010                 // then the normals from the corners relative to origin
5011                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5012                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5013                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5014                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5015
5016                 // in a NORMAL view, forward cross left == up
5017                 // in a REFLECTED view, forward cross left == down
5018                 // so our cross products above need to be adjusted for a left handed coordinate system
5019                 CrossProduct(forward, left, v);
5020                 if(DotProduct(v, up) < 0)
5021                 {
5022                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5023                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5024                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5025                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5026                 }
5027
5028                 // Leaving those out was a mistake, those were in the old code, and they
5029                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5030                 // I couldn't reproduce it after adding those normalizations. --blub
5031                 VectorNormalize(r_refdef.view.frustum[0].normal);
5032                 VectorNormalize(r_refdef.view.frustum[1].normal);
5033                 VectorNormalize(r_refdef.view.frustum[2].normal);
5034                 VectorNormalize(r_refdef.view.frustum[3].normal);
5035
5036                 // make the corners absolute
5037                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5038                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5039                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5040                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5041
5042                 // one more normal
5043                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5044
5045                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5046                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5047                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5048                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5049                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5050         }
5051         else
5052         {
5053                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5054                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5055                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5056                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5057                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5058                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5059                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5060                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5061                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5062                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5063         }
5064         r_refdef.view.numfrustumplanes = 5;
5065
5066         if (r_refdef.view.useclipplane)
5067         {
5068                 r_refdef.view.numfrustumplanes = 6;
5069                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5070         }
5071
5072         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5073                 PlaneClassify(r_refdef.view.frustum + i);
5074
5075         // LordHavoc: note to all quake engine coders, Quake had a special case
5076         // for 90 degrees which assumed a square view (wrong), so I removed it,
5077         // Quake2 has it disabled as well.
5078
5079         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5080         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5081         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5082         //PlaneClassify(&frustum[0]);
5083
5084         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5085         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5086         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5087         //PlaneClassify(&frustum[1]);
5088
5089         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5090         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5091         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5092         //PlaneClassify(&frustum[2]);
5093
5094         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5095         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5096         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5097         //PlaneClassify(&frustum[3]);
5098
5099         // nearclip plane
5100         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5101         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5102         //PlaneClassify(&frustum[4]);
5103 }
5104
5105 void R_View_UpdateWithScissor(const int *myscissor)
5106 {
5107         R_Main_ResizeViewCache();
5108         R_View_SetFrustum(myscissor);
5109         R_View_WorldVisibility(r_refdef.view.useclipplane);
5110         R_View_UpdateEntityVisible();
5111         R_View_UpdateEntityLighting();
5112 }
5113
5114 void R_View_Update(void)
5115 {
5116         R_Main_ResizeViewCache();
5117         R_View_SetFrustum(NULL);
5118         R_View_WorldVisibility(r_refdef.view.useclipplane);
5119         R_View_UpdateEntityVisible();
5120         R_View_UpdateEntityLighting();
5121 }
5122
5123 void R_Mesh_SetMainRenderTargets(void)
5124 {
5125         if (r_bloomstate.fbo_framebuffer)
5126                 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5127         else
5128                 R_Mesh_ResetRenderTargets();
5129 }
5130
5131 void R_SetupView(qboolean allowwaterclippingplane)
5132 {
5133         const float *customclipplane = NULL;
5134         float plane[4];
5135         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5136         {
5137                 // LordHavoc: couldn't figure out how to make this approach the
5138                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5139                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5140                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5141                         dist = r_refdef.view.clipplane.dist;
5142                 plane[0] = r_refdef.view.clipplane.normal[0];
5143                 plane[1] = r_refdef.view.clipplane.normal[1];
5144                 plane[2] = r_refdef.view.clipplane.normal[2];
5145                 plane[3] = dist;
5146                 customclipplane = plane;
5147         }
5148
5149         if (!r_refdef.view.useperspective)
5150                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5151         else if (vid.stencil && r_useinfinitefarclip.integer)
5152                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5153         else
5154                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5155         R_Mesh_SetMainRenderTargets();
5156         R_SetViewport(&r_refdef.view.viewport);
5157 }
5158
5159 void R_EntityMatrix(const matrix4x4_t *matrix)
5160 {
5161         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5162         {
5163                 gl_modelmatrixchanged = false;
5164                 gl_modelmatrix = *matrix;
5165                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5166                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5167                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5168                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5169                 CHECKGLERROR
5170                 switch(vid.renderpath)
5171                 {
5172                 case RENDERPATH_D3D9:
5173 #ifdef SUPPORTD3D
5174                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5175                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5176 #endif
5177                         break;
5178                 case RENDERPATH_D3D10:
5179                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5180                         break;
5181                 case RENDERPATH_D3D11:
5182                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5183                         break;
5184                 case RENDERPATH_GL13:
5185                 case RENDERPATH_GL11:
5186                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5187                         break;
5188                 case RENDERPATH_SOFT:
5189                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5190                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5191                         break;
5192                 case RENDERPATH_GL20:
5193                 case RENDERPATH_GLES2:
5194                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5195                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5196                         break;
5197                 }
5198         }
5199 }
5200
5201 void R_ResetViewRendering2D(void)
5202 {
5203         r_viewport_t viewport;
5204         DrawQ_Finish();
5205
5206         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5207         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5208         R_Mesh_ResetRenderTargets();
5209         R_SetViewport(&viewport);
5210         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5211         GL_Color(1, 1, 1, 1);
5212         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5213         GL_BlendFunc(GL_ONE, GL_ZERO);
5214         GL_ScissorTest(false);
5215         GL_DepthMask(false);
5216         GL_DepthRange(0, 1);
5217         GL_DepthTest(false);
5218         GL_DepthFunc(GL_LEQUAL);
5219         R_EntityMatrix(&identitymatrix);
5220         R_Mesh_ResetTextureState();
5221         GL_PolygonOffset(0, 0);
5222         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5223         switch(vid.renderpath)
5224         {
5225         case RENDERPATH_GL11:
5226         case RENDERPATH_GL13:
5227         case RENDERPATH_GL20:
5228         case RENDERPATH_GLES2:
5229                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5230                 break;
5231         case RENDERPATH_D3D9:
5232         case RENDERPATH_D3D10:
5233         case RENDERPATH_D3D11:
5234         case RENDERPATH_SOFT:
5235                 break;
5236         }
5237         GL_CullFace(GL_NONE);
5238 }
5239
5240 void R_ResetViewRendering3D(void)
5241 {
5242         DrawQ_Finish();
5243
5244         R_SetupView(true);
5245         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5246         GL_Color(1, 1, 1, 1);
5247         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5248         GL_BlendFunc(GL_ONE, GL_ZERO);
5249         GL_ScissorTest(true);
5250         GL_DepthMask(true);
5251         GL_DepthRange(0, 1);
5252         GL_DepthTest(true);
5253         GL_DepthFunc(GL_LEQUAL);
5254         R_EntityMatrix(&identitymatrix);
5255         R_Mesh_ResetTextureState();
5256         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5257         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5258         switch(vid.renderpath)
5259         {
5260         case RENDERPATH_GL11:
5261         case RENDERPATH_GL13:
5262         case RENDERPATH_GL20:
5263         case RENDERPATH_GLES2:
5264                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5265                 break;
5266         case RENDERPATH_D3D9:
5267         case RENDERPATH_D3D10:
5268         case RENDERPATH_D3D11:
5269         case RENDERPATH_SOFT:
5270                 break;
5271         }
5272         GL_CullFace(r_refdef.view.cullface_back);
5273 }
5274
5275 /*
5276 ================
5277 R_RenderView_UpdateViewVectors
5278 ================
5279 */
5280 static void R_RenderView_UpdateViewVectors(void)
5281 {
5282         // break apart the view matrix into vectors for various purposes
5283         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5284         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5285         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5286         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5287         // make an inverted copy of the view matrix for tracking sprites
5288         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5289 }
5290
5291 void R_RenderScene(void);
5292 void R_RenderWaterPlanes(void);
5293
5294 static void R_Water_StartFrame(void)
5295 {
5296         int i;
5297         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5298         r_waterstate_waterplane_t *p;
5299
5300         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5301                 return;
5302
5303         switch(vid.renderpath)
5304         {
5305         case RENDERPATH_GL20:
5306         case RENDERPATH_D3D9:
5307         case RENDERPATH_D3D10:
5308         case RENDERPATH_D3D11:
5309         case RENDERPATH_SOFT:
5310         case RENDERPATH_GLES2:
5311                 break;
5312         case RENDERPATH_GL13:
5313         case RENDERPATH_GL11:
5314                 return;
5315         }
5316
5317         // set waterwidth and waterheight to the water resolution that will be
5318         // used (often less than the screen resolution for faster rendering)
5319         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
5320         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
5321
5322         // calculate desired texture sizes
5323         // can't use water if the card does not support the texture size
5324         if (!r_water.integer || r_showsurfaces.integer)
5325                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5326         else if (vid.support.arb_texture_non_power_of_two)
5327         {
5328                 texturewidth = waterwidth;
5329                 textureheight = waterheight;
5330                 camerawidth = waterwidth;
5331                 cameraheight = waterheight;
5332         }
5333         else
5334         {
5335                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5336                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5337                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5338                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5339         }
5340
5341         // allocate textures as needed
5342         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5343         {
5344                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5345                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5346                 {
5347                         if (p->texture_refraction)
5348                                 R_FreeTexture(p->texture_refraction);
5349                         p->texture_refraction = NULL;
5350                         if (p->texture_reflection)
5351                                 R_FreeTexture(p->texture_reflection);
5352                         p->texture_reflection = NULL;
5353                         if (p->texture_camera)
5354                                 R_FreeTexture(p->texture_camera);
5355                         p->texture_camera = NULL;
5356                 }
5357                 memset(&r_waterstate, 0, sizeof(r_waterstate));
5358                 r_waterstate.texturewidth = texturewidth;
5359                 r_waterstate.textureheight = textureheight;
5360                 r_waterstate.camerawidth = camerawidth;
5361                 r_waterstate.cameraheight = cameraheight;
5362         }
5363
5364         if (r_waterstate.texturewidth)
5365         {
5366                 r_waterstate.enabled = true;
5367
5368                 // when doing a reduced render (HDR) we want to use a smaller area
5369                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5370                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5371
5372                 // set up variables that will be used in shader setup
5373                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5374                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5375                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5376                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5377         }
5378
5379         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5380         r_waterstate.numwaterplanes = 0;
5381 }
5382
5383 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5384 {
5385         int triangleindex, planeindex;
5386         const int *e;
5387         vec3_t vert[3];
5388         vec3_t normal;
5389         vec3_t center;
5390         mplane_t plane;
5391         r_waterstate_waterplane_t *p;
5392         texture_t *t = R_GetCurrentTexture(surface->texture);
5393
5394         // just use the first triangle with a valid normal for any decisions
5395         VectorClear(normal);
5396         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5397         {
5398                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5399                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5400                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5401                 TriangleNormal(vert[0], vert[1], vert[2], normal);
5402                 if (VectorLength2(normal) >= 0.001)
5403                         break;
5404         }
5405
5406         VectorCopy(normal, plane.normal);
5407         VectorNormalize(plane.normal);
5408         plane.dist = DotProduct(vert[0], plane.normal);
5409         PlaneClassify(&plane);
5410         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5411         {
5412                 // skip backfaces (except if nocullface is set)
5413                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5414                         return;
5415                 VectorNegate(plane.normal, plane.normal);
5416                 plane.dist *= -1;
5417                 PlaneClassify(&plane);
5418         }
5419
5420
5421         // find a matching plane if there is one
5422         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5423                 if(p->camera_entity == t->camera_entity)
5424                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5425                                 break;
5426         if (planeindex >= r_waterstate.maxwaterplanes)
5427                 return; // nothing we can do, out of planes
5428
5429         // if this triangle does not fit any known plane rendered this frame, add one
5430         if (planeindex >= r_waterstate.numwaterplanes)
5431         {
5432                 // store the new plane
5433                 r_waterstate.numwaterplanes++;
5434                 p->plane = plane;
5435                 // clear materialflags and pvs
5436                 p->materialflags = 0;
5437                 p->pvsvalid = false;
5438                 p->camera_entity = t->camera_entity;
5439                 VectorCopy(surface->mins, p->mins);
5440                 VectorCopy(surface->maxs, p->maxs);
5441         }
5442         else
5443         {
5444                 // merge mins/maxs
5445                 p->mins[0] = min(p->mins[0], surface->mins[0]);
5446                 p->mins[1] = min(p->mins[1], surface->mins[1]);
5447                 p->mins[2] = min(p->mins[2], surface->mins[2]);
5448                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5449                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5450                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5451         }
5452         // merge this surface's materialflags into the waterplane
5453         p->materialflags |= t->currentmaterialflags;
5454         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5455         {
5456                 // merge this surface's PVS into the waterplane
5457                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5458                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5459                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5460                 {
5461                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5462                         p->pvsvalid = true;
5463                 }
5464         }
5465 }
5466
5467 static void R_Water_ProcessPlanes(void)
5468 {
5469         int myscissor[4];
5470         r_refdef_view_t originalview;
5471         r_refdef_view_t myview;
5472         int planeindex;
5473         r_waterstate_waterplane_t *p;
5474         vec3_t visorigin;
5475
5476         originalview = r_refdef.view;
5477
5478         // make sure enough textures are allocated
5479         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5480         {
5481                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5482                 {
5483                         if (!p->texture_refraction)
5484                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5485                         if (!p->texture_refraction)
5486                                 goto error;
5487                 }
5488                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5489                 {
5490                         if (!p->texture_camera)
5491                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5492                         if (!p->texture_camera)
5493                                 goto error;
5494                 }
5495
5496                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5497                 {
5498                         if (!p->texture_reflection)
5499                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5500                         if (!p->texture_reflection)
5501                                 goto error;
5502                 }
5503         }
5504
5505         // render views
5506         r_refdef.view = originalview;
5507         r_refdef.view.showdebug = false;
5508         r_refdef.view.width = r_waterstate.waterwidth;
5509         r_refdef.view.height = r_waterstate.waterheight;
5510         r_refdef.view.useclipplane = true;
5511         myview = r_refdef.view;
5512         r_waterstate.renderingscene = true;
5513         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5514         {
5515                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5516                 {
5517                         r_refdef.view = myview;
5518                         if(r_water_scissormode.integer)
5519                         {
5520                                 R_SetupView(true);
5521                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5522                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5523                         }
5524
5525                         // render reflected scene and copy into texture
5526                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5527                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5528                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5529                         r_refdef.view.clipplane = p->plane;
5530
5531                         // reverse the cullface settings for this render
5532                         r_refdef.view.cullface_front = GL_FRONT;
5533                         r_refdef.view.cullface_back = GL_BACK;
5534                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5535                         {
5536                                 r_refdef.view.usecustompvs = true;
5537                                 if (p->pvsvalid)
5538                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5539                                 else
5540                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5541                         }
5542
5543                         R_ResetViewRendering3D();
5544                         R_ClearScreen(r_refdef.fogenabled);
5545                         if(r_water_scissormode.integer & 2)
5546                                 R_View_UpdateWithScissor(myscissor);
5547                         else
5548                                 R_View_Update();
5549                         if(r_water_scissormode.integer & 1)
5550                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5551                         R_RenderScene();
5552
5553                         R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5554                 }
5555
5556                 // render the normal view scene and copy into texture
5557                 // (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)
5558                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5559                 {
5560                         r_refdef.view = myview;
5561                         if(r_water_scissormode.integer)
5562                         {
5563                                 R_SetupView(true);
5564                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5565                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5566                         }
5567
5568                         r_waterstate.renderingrefraction = true;
5569
5570                         r_refdef.view.clipplane = p->plane;
5571                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5572                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5573
5574                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5575                         {
5576                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5577                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5578                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5579                                 R_RenderView_UpdateViewVectors();
5580                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5581                                 {
5582                                         r_refdef.view.usecustompvs = true;
5583                                         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);
5584                                 }
5585                         }
5586
5587                         PlaneClassify(&r_refdef.view.clipplane);
5588
5589                         R_ResetViewRendering3D();
5590                         R_ClearScreen(r_refdef.fogenabled);
5591                         if(r_water_scissormode.integer & 2)
5592                                 R_View_UpdateWithScissor(myscissor);
5593                         else
5594                                 R_View_Update();
5595                         if(r_water_scissormode.integer & 1)
5596                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5597                         R_RenderScene();
5598
5599                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5600                         r_waterstate.renderingrefraction = false;
5601                 }
5602                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5603                 {
5604                         r_refdef.view = myview;
5605
5606                         r_refdef.view.clipplane = p->plane;
5607                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5608                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5609
5610                         r_refdef.view.width = r_waterstate.camerawidth;
5611                         r_refdef.view.height = r_waterstate.cameraheight;
5612                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5613                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5614
5615                         if(p->camera_entity)
5616                         {
5617                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5618                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5619                         }
5620
5621                         // note: all of the view is used for displaying... so
5622                         // there is no use in scissoring
5623
5624                         // reverse the cullface settings for this render
5625                         r_refdef.view.cullface_front = GL_FRONT;
5626                         r_refdef.view.cullface_back = GL_BACK;
5627                         // also reverse the view matrix
5628                         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
5629                         R_RenderView_UpdateViewVectors();
5630                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5631                         {
5632                                 r_refdef.view.usecustompvs = true;
5633                                 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);
5634                         }
5635                         
5636                         // camera needs no clipplane
5637                         r_refdef.view.useclipplane = false;
5638
5639                         PlaneClassify(&r_refdef.view.clipplane);
5640
5641                         R_ResetViewRendering3D();
5642                         R_ClearScreen(r_refdef.fogenabled);
5643                         R_View_Update();
5644                         R_RenderScene();
5645
5646                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5647                         r_waterstate.renderingrefraction = false;
5648                 }
5649
5650         }
5651         r_waterstate.renderingscene = false;
5652         r_refdef.view = originalview;
5653         R_ResetViewRendering3D();
5654         R_ClearScreen(r_refdef.fogenabled);
5655         R_View_Update();
5656         return;
5657 error:
5658         r_refdef.view = originalview;
5659         r_waterstate.renderingscene = false;
5660         Cvar_SetValueQuick(&r_water, 0);
5661         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5662         return;
5663 }
5664
5665 void R_Bloom_StartFrame(void)
5666 {
5667         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5668         textype_t textype;
5669
5670         switch(vid.renderpath)
5671         {
5672         case RENDERPATH_GL20:
5673         case RENDERPATH_D3D9:
5674         case RENDERPATH_D3D10:
5675         case RENDERPATH_D3D11:
5676         case RENDERPATH_SOFT:
5677         case RENDERPATH_GLES2:
5678                 break;
5679         case RENDERPATH_GL13:
5680         case RENDERPATH_GL11:
5681                 return;
5682         }
5683
5684         // set bloomwidth and bloomheight to the bloom resolution that will be
5685         // used (often less than the screen resolution for faster rendering)
5686         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5687         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5688         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5689         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5690         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5691
5692         // calculate desired texture sizes
5693         if (vid.support.arb_texture_non_power_of_two)
5694         {
5695                 screentexturewidth = vid.width;
5696                 screentextureheight = vid.height;
5697                 bloomtexturewidth = r_bloomstate.bloomwidth;
5698                 bloomtextureheight = r_bloomstate.bloomheight;
5699         }
5700         else
5701         {
5702                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
5703                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
5704                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
5705                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
5706         }
5707
5708         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5709         {
5710                 Cvar_SetValueQuick(&r_hdr, 0);
5711                 Cvar_SetValueQuick(&r_bloom, 0);
5712                 Cvar_SetValueQuick(&r_motionblur, 0);
5713                 Cvar_SetValueQuick(&r_damageblur, 0);
5714         }
5715
5716         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f)
5717                 screentexturewidth = screentextureheight = 0;
5718         if (!r_hdr.integer && !r_bloom.integer)
5719                 bloomtexturewidth = bloomtextureheight = 0;
5720
5721         textype = TEXTYPE_COLORBUFFER;
5722         switch (vid.renderpath)
5723         {
5724         case RENDERPATH_GL20:
5725         case RENDERPATH_GLES2:
5726                 if (vid.support.ext_framebuffer_object)
5727                 {
5728                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5729                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5730                 }
5731                 break;
5732         case RENDERPATH_D3D9:
5733         case RENDERPATH_D3D10:
5734         case RENDERPATH_D3D11:
5735         case RENDERPATH_SOFT:
5736         case RENDERPATH_GL13:
5737         case RENDERPATH_GL11:
5738                 break;
5739         }
5740
5741         // allocate textures as needed
5742         if (r_bloomstate.screentexturewidth != screentexturewidth
5743          || r_bloomstate.screentextureheight != screentextureheight
5744          || r_bloomstate.bloomtexturewidth != bloomtexturewidth
5745          || r_bloomstate.bloomtextureheight != bloomtextureheight
5746          || r_bloomstate.texturetype != textype
5747          || r_bloomstate.viewfbo != r_viewfbo.integer)
5748         {
5749                 if (r_bloomstate.texture_bloom)
5750                         R_FreeTexture(r_bloomstate.texture_bloom);
5751                 r_bloomstate.texture_bloom = NULL;
5752                 if (r_bloomstate.texture_screen)
5753                         R_FreeTexture(r_bloomstate.texture_screen);
5754                 r_bloomstate.texture_screen = NULL;
5755                 if (r_bloomstate.fbo_framebuffer)
5756                         R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
5757                 r_bloomstate.fbo_framebuffer = 0;
5758                 if (r_bloomstate.texture_framebuffercolor)
5759                         R_FreeTexture(r_bloomstate.texture_framebuffercolor);
5760                 r_bloomstate.texture_framebuffercolor = NULL;
5761                 if (r_bloomstate.texture_framebufferdepth)
5762                         R_FreeTexture(r_bloomstate.texture_framebufferdepth);
5763                 r_bloomstate.texture_framebufferdepth = NULL;
5764                 r_bloomstate.screentexturewidth = screentexturewidth;
5765                 r_bloomstate.screentextureheight = screentextureheight;
5766                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
5767                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
5768                 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
5769                 {
5770                         // FIXME: choose depth bits based on a cvar
5771                         r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
5772                         r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
5773                         r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5774                         R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5775                         // render depth into one texture and normalmap into the other
5776                         if (qglDrawBuffer)
5777                         {
5778                                 int status;
5779                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
5780                                 qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
5781                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
5782                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
5783                                         Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
5784                         }
5785                 }
5786                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
5787                 r_bloomstate.bloomtextureheight = bloomtextureheight;
5788                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
5789                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5790                 r_bloomstate.viewfbo = r_viewfbo.integer;
5791                 r_bloomstate.texturetype = textype;
5792         }
5793
5794         // when doing a reduced render (HDR) we want to use a smaller area
5795         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
5796         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5797         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
5798         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
5799         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
5800
5801         // set up a texcoord array for the full resolution screen image
5802         // (we have to keep this around to copy back during final render)
5803         r_bloomstate.screentexcoord2f[0] = 0;
5804         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
5805         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
5806         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
5807         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
5808         r_bloomstate.screentexcoord2f[5] = 0;
5809         r_bloomstate.screentexcoord2f[6] = 0;
5810         r_bloomstate.screentexcoord2f[7] = 0;
5811
5812         // set up a texcoord array for the reduced resolution bloom image
5813         // (which will be additive blended over the screen image)
5814         r_bloomstate.bloomtexcoord2f[0] = 0;
5815         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5816         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
5817         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5818         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
5819         r_bloomstate.bloomtexcoord2f[5] = 0;
5820         r_bloomstate.bloomtexcoord2f[6] = 0;
5821         r_bloomstate.bloomtexcoord2f[7] = 0;
5822
5823         switch(vid.renderpath)
5824         {
5825         case RENDERPATH_GL11:
5826         case RENDERPATH_GL13:
5827         case RENDERPATH_GL20:
5828         case RENDERPATH_SOFT:
5829         case RENDERPATH_GLES2:
5830                 break;
5831         case RENDERPATH_D3D9:
5832         case RENDERPATH_D3D10:
5833         case RENDERPATH_D3D11:
5834                 {
5835                         int i;
5836                         for (i = 0;i < 4;i++)
5837                         {
5838                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
5839                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
5840                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
5841                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
5842                         }
5843                 }
5844                 break;
5845         }
5846
5847         if (r_hdr.integer || r_bloom.integer)
5848         {
5849                 r_bloomstate.enabled = true;
5850                 r_bloomstate.hdr = r_hdr.integer != 0;
5851         }
5852
5853         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5854
5855         if (r_bloomstate.fbo_framebuffer)
5856                 r_refdef.view.clear = true;
5857 }
5858
5859 void R_Bloom_CopyBloomTexture(float colorscale)
5860 {
5861         r_refdef.stats.bloom++;
5862
5863         // scale down screen texture to the bloom texture size
5864         CHECKGLERROR
5865         R_Mesh_SetMainRenderTargets();
5866         R_SetViewport(&r_bloomstate.viewport);
5867         GL_BlendFunc(GL_ONE, GL_ZERO);
5868         GL_Color(colorscale, colorscale, colorscale, 1);
5869         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
5870         switch(vid.renderpath)
5871         {
5872         case RENDERPATH_GL11:
5873         case RENDERPATH_GL13:
5874         case RENDERPATH_GL20:
5875         case RENDERPATH_SOFT:
5876         case RENDERPATH_GLES2:
5877                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
5878                 break;
5879         case RENDERPATH_D3D9:
5880         case RENDERPATH_D3D10:
5881         case RENDERPATH_D3D11:
5882                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
5883                 break;
5884         }
5885         // TODO: do boxfilter scale-down in shader?
5886         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
5887         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5888         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5889
5890         // we now have a bloom image in the framebuffer
5891         // copy it into the bloom image texture for later processing
5892         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5893         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5894 }
5895
5896 void R_Bloom_CopyHDRTexture(void)
5897 {
5898         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5899         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5900 }
5901
5902 void R_Bloom_MakeTexture(void)
5903 {
5904         int x, range, dir;
5905         float xoffset, yoffset, r, brighten;
5906
5907         r_refdef.stats.bloom++;
5908
5909         R_ResetViewRendering2D();
5910
5911         // we have a bloom image in the framebuffer
5912         CHECKGLERROR
5913         R_SetViewport(&r_bloomstate.viewport);
5914
5915         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5916         {
5917                 x *= 2;
5918                 r = bound(0, r_bloom_colorexponent.value / x, 1);
5919                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5920                 GL_Color(r,r,r,1);
5921                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
5922                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5923                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5924                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5925
5926                 // copy the vertically blurred bloom view to a texture
5927                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5928                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5929         }
5930
5931         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
5932         brighten = r_bloom_brighten.value;
5933         if (r_hdr.integer)
5934                 brighten *= r_hdr_range.value;
5935         brighten = sqrt(brighten);
5936         if(range >= 1)
5937                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5938         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5939
5940         for (dir = 0;dir < 2;dir++)
5941         {
5942                 // blend on at multiple vertical offsets to achieve a vertical blur
5943                 // TODO: do offset blends using GLSL
5944                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5945                 GL_BlendFunc(GL_ONE, GL_ZERO);
5946                 for (x = -range;x <= range;x++)
5947                 {
5948                         if (!dir){xoffset = 0;yoffset = x;}
5949                         else {xoffset = x;yoffset = 0;}
5950                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
5951                         yoffset /= (float)r_bloomstate.bloomtextureheight;
5952                         // compute a texcoord array with the specified x and y offset
5953                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
5954                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5955                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5956                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5957                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5958                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
5959                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
5960                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
5961                         // this r value looks like a 'dot' particle, fading sharply to
5962                         // black at the edges
5963                         // (probably not realistic but looks good enough)
5964                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5965                         //r = brighten/(range*2+1);
5966                         r = brighten / (range * 2 + 1);
5967                         if(range >= 1)
5968                                 r *= (1 - x*x/(float)(range*range));
5969                         GL_Color(r, r, r, 1);
5970                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
5971                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5972                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5973                         GL_BlendFunc(GL_ONE, GL_ONE);
5974                 }
5975
5976                 // copy the vertically blurred bloom view to a texture
5977                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5978                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5979         }
5980 }
5981
5982 void R_HDR_RenderBloomTexture(void)
5983 {
5984         int oldwidth, oldheight;
5985         float oldcolorscale;
5986         qboolean oldwaterstate;
5987
5988         oldwaterstate = r_waterstate.enabled;
5989         oldcolorscale = r_refdef.view.colorscale;
5990         oldwidth = r_refdef.view.width;
5991         oldheight = r_refdef.view.height;
5992         r_refdef.view.width = r_bloomstate.bloomwidth;
5993         r_refdef.view.height = r_bloomstate.bloomheight;
5994
5995         if(r_hdr.integer < 2)
5996                 r_waterstate.enabled = false;
5997
5998         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
5999         // TODO: add exposure compensation features
6000         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6001
6002         r_refdef.view.showdebug = false;
6003         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6004
6005         R_ResetViewRendering3D();
6006
6007         R_ClearScreen(r_refdef.fogenabled);
6008         if (r_timereport_active)
6009                 R_TimeReport("HDRclear");
6010
6011         R_View_Update();
6012         if (r_timereport_active)
6013                 R_TimeReport("visibility");
6014
6015         // only do secondary renders with HDR if r_hdr is 2 or higher
6016         r_waterstate.numwaterplanes = 0;
6017         if (r_waterstate.enabled)
6018                 R_RenderWaterPlanes();
6019
6020         r_refdef.view.showdebug = true;
6021         R_RenderScene();
6022         r_waterstate.numwaterplanes = 0;
6023
6024         R_ResetViewRendering2D();
6025
6026         R_Bloom_CopyHDRTexture();
6027         R_Bloom_MakeTexture();
6028
6029         // restore the view settings
6030         r_waterstate.enabled = oldwaterstate;
6031         r_refdef.view.width = oldwidth;
6032         r_refdef.view.height = oldheight;
6033         r_refdef.view.colorscale = oldcolorscale;
6034
6035         R_ResetViewRendering3D();
6036
6037         R_ClearScreen(r_refdef.fogenabled);
6038         if (r_timereport_active)
6039                 R_TimeReport("viewclear");
6040 }
6041
6042 static void R_BlendView(void)
6043 {
6044         unsigned int permutation;
6045         float uservecs[4][4];
6046
6047         switch (vid.renderpath)
6048         {
6049         case RENDERPATH_GL20:
6050         case RENDERPATH_D3D9:
6051         case RENDERPATH_D3D10:
6052         case RENDERPATH_D3D11:
6053         case RENDERPATH_SOFT:
6054         case RENDERPATH_GLES2:
6055                 permutation =
6056                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6057                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6058                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6059                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6060                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6061
6062                 if (r_bloomstate.texture_screen)
6063                 {
6064                         // make sure the buffer is available
6065                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6066
6067                         R_ResetViewRendering2D();
6068                         R_Mesh_SetMainRenderTargets();
6069
6070                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6071                         {
6072                                 // declare variables
6073                                 float speed;
6074                                 static float avgspeed;
6075
6076                                 speed = VectorLength(cl.movement_velocity);
6077
6078                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
6079                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
6080
6081                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
6082                                 speed = bound(0, speed, 1);
6083                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
6084
6085                                 // calculate values into a standard alpha
6086                                 cl.motionbluralpha = 1 - exp(-
6087                                                 (
6088                                                  (r_motionblur.value * speed / 80)
6089                                                  +
6090                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6091                                                 )
6092                                                 /
6093                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6094                                            );
6095
6096                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6097                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6098                                 // apply the blur
6099                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6100                                 {
6101                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6102                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6103                                         switch(vid.renderpath)
6104                                         {
6105                                         case RENDERPATH_GL11:
6106                                         case RENDERPATH_GL13:
6107                                         case RENDERPATH_GL20:
6108                                         case RENDERPATH_SOFT:
6109                                         case RENDERPATH_GLES2:
6110                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6111                                                 break;
6112                                         case RENDERPATH_D3D9:
6113                                         case RENDERPATH_D3D10:
6114                                         case RENDERPATH_D3D11:
6115                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6116                                                 break;
6117                                         }
6118                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
6119                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6120                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6121                                 }
6122                         }
6123
6124                         // copy view into the screen texture
6125                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6126                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6127                 }
6128                 else if (!r_bloomstate.texture_bloom)
6129                 {
6130                         // we may still have to do view tint...
6131                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6132                         {
6133                                 // apply a color tint to the whole view
6134                                 R_ResetViewRendering2D();
6135                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6136                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6137                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6138                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6139                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6140                         }
6141                         break; // no screen processing, no bloom, skip it
6142                 }
6143
6144                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6145                 {
6146                         // render simple bloom effect
6147                         // copy the screen and shrink it and darken it for the bloom process
6148                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6149                         // make the bloom texture
6150                         R_Bloom_MakeTexture();
6151                 }
6152
6153 #if _MSC_VER >= 1400
6154 #define sscanf sscanf_s
6155 #endif
6156                 memset(uservecs, 0, sizeof(uservecs));
6157                 if (r_glsl_postprocess_uservec1_enable.integer)
6158                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6159                 if (r_glsl_postprocess_uservec2_enable.integer)
6160                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6161                 if (r_glsl_postprocess_uservec3_enable.integer)
6162                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6163                 if (r_glsl_postprocess_uservec4_enable.integer)
6164                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6165
6166                 R_ResetViewRendering2D();
6167                 GL_Color(1, 1, 1, 1);
6168                 GL_BlendFunc(GL_ONE, GL_ZERO);
6169
6170                 switch(vid.renderpath)
6171                 {
6172                 case RENDERPATH_GL20:
6173                 case RENDERPATH_GLES2:
6174                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6175                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6176                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
6177                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
6178                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6179                         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]);
6180                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6181                         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]);
6182                         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]);
6183                         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]);
6184                         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]);
6185                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6186                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6187                         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);
6188                         break;
6189                 case RENDERPATH_D3D9:
6190 #ifdef SUPPORTD3D
6191                         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6192                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6193                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6194                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6195                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6196                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6197                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6198                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6199                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6200                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6201                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6202                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6203                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6204                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6205                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6206 #endif
6207                         break;
6208                 case RENDERPATH_D3D10:
6209                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6210                         break;
6211                 case RENDERPATH_D3D11:
6212                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6213                         break;
6214                 case RENDERPATH_SOFT:
6215                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6216                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6217                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6218                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6219                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6220                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6221                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6222                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6223                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6224                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6225                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6226                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6227                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6228                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6229                         break;
6230                 default:
6231                         break;
6232                 }
6233                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6234                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6235                 break;
6236         case RENDERPATH_GL13:
6237         case RENDERPATH_GL11:
6238                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6239                 {
6240                         // apply a color tint to the whole view
6241                         R_ResetViewRendering2D();
6242                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6243                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6244                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6245                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6246                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6247                 }
6248                 break;
6249         }
6250 }
6251
6252 matrix4x4_t r_waterscrollmatrix;
6253
6254 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
6255 {
6256         if (r_refdef.fog_density)
6257         {
6258                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6259                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6260                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6261
6262                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6263                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6264                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6265                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6266
6267                 {
6268                         vec3_t fogvec;
6269                         VectorCopy(r_refdef.fogcolor, fogvec);
6270                         //   color.rgb *= ContrastBoost * SceneBrightness;
6271                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6272                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6273                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6274                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6275                 }
6276         }
6277 }
6278
6279 void R_UpdateVariables(void)
6280 {
6281         R_Textures_Frame();
6282
6283         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6284
6285         r_refdef.farclip = r_farclip_base.value;
6286         if (r_refdef.scene.worldmodel)
6287                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6288         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6289
6290         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6291                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6292         r_refdef.polygonfactor = 0;
6293         r_refdef.polygonoffset = 0;
6294         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6295         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6296
6297         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6298         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6299         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6300         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6301         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6302         if (FAKELIGHT_ENABLED)
6303         {
6304                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6305         }
6306         if (r_showsurfaces.integer)
6307         {
6308                 r_refdef.scene.rtworld = false;
6309                 r_refdef.scene.rtworldshadows = false;
6310                 r_refdef.scene.rtdlight = false;
6311                 r_refdef.scene.rtdlightshadows = false;
6312                 r_refdef.lightmapintensity = 0;
6313         }
6314
6315         if (gamemode == GAME_NEHAHRA)
6316         {
6317                 if (gl_fogenable.integer)
6318                 {
6319                         r_refdef.oldgl_fogenable = true;
6320                         r_refdef.fog_density = gl_fogdensity.value;
6321                         r_refdef.fog_red = gl_fogred.value;
6322                         r_refdef.fog_green = gl_foggreen.value;
6323                         r_refdef.fog_blue = gl_fogblue.value;
6324                         r_refdef.fog_alpha = 1;
6325                         r_refdef.fog_start = 0;
6326                         r_refdef.fog_end = gl_skyclip.value;
6327                         r_refdef.fog_height = 1<<30;
6328                         r_refdef.fog_fadedepth = 128;
6329                 }
6330                 else if (r_refdef.oldgl_fogenable)
6331                 {
6332                         r_refdef.oldgl_fogenable = false;
6333                         r_refdef.fog_density = 0;
6334                         r_refdef.fog_red = 0;
6335                         r_refdef.fog_green = 0;
6336                         r_refdef.fog_blue = 0;
6337                         r_refdef.fog_alpha = 0;
6338                         r_refdef.fog_start = 0;
6339                         r_refdef.fog_end = 0;
6340                         r_refdef.fog_height = 1<<30;
6341                         r_refdef.fog_fadedepth = 128;
6342                 }
6343         }
6344
6345         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6346         r_refdef.fog_start = max(0, r_refdef.fog_start);
6347         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6348
6349         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
6350
6351         if (r_refdef.fog_density && r_drawfog.integer)
6352         {
6353                 r_refdef.fogenabled = true;
6354                 // this is the point where the fog reaches 0.9986 alpha, which we
6355                 // consider a good enough cutoff point for the texture
6356                 // (0.9986 * 256 == 255.6)
6357                 if (r_fog_exp2.integer)
6358                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6359                 else
6360                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6361                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6362                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6363                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6364                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6365                         R_BuildFogHeightTexture();
6366                 // fog color was already set
6367                 // update the fog texture
6368                 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)
6369                         R_BuildFogTexture();
6370                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6371                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6372         }
6373         else
6374                 r_refdef.fogenabled = false;
6375
6376         switch(vid.renderpath)
6377         {
6378         case RENDERPATH_GL20:
6379         case RENDERPATH_D3D9:
6380         case RENDERPATH_D3D10:
6381         case RENDERPATH_D3D11:
6382         case RENDERPATH_SOFT:
6383         case RENDERPATH_GLES2:
6384                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6385                 {
6386                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6387                         {
6388                                 // build GLSL gamma texture
6389 #define RAMPWIDTH 256
6390                                 unsigned short ramp[RAMPWIDTH * 3];
6391                                 unsigned char rampbgr[RAMPWIDTH][4];
6392                                 int i;
6393
6394                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6395
6396                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6397                                 for(i = 0; i < RAMPWIDTH; ++i)
6398                                 {
6399                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6400                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6401                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6402                                         rampbgr[i][3] = 0;
6403                                 }
6404                                 if (r_texture_gammaramps)
6405                                 {
6406                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6407                                 }
6408                                 else
6409                                 {
6410                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6411                                 }
6412                         }
6413                 }
6414                 else
6415                 {
6416                         // remove GLSL gamma texture
6417                 }
6418                 break;
6419         case RENDERPATH_GL13:
6420         case RENDERPATH_GL11:
6421                 break;
6422         }
6423 }
6424
6425 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6426 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6427 /*
6428 ================
6429 R_SelectScene
6430 ================
6431 */
6432 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6433         if( scenetype != r_currentscenetype ) {
6434                 // store the old scenetype
6435                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6436                 r_currentscenetype = scenetype;
6437                 // move in the new scene
6438                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6439         }
6440 }
6441
6442 /*
6443 ================
6444 R_GetScenePointer
6445 ================
6446 */
6447 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6448 {
6449         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6450         if( scenetype == r_currentscenetype ) {
6451                 return &r_refdef.scene;
6452         } else {
6453                 return &r_scenes_store[ scenetype ];
6454         }
6455 }
6456
6457 /*
6458 ================
6459 R_RenderView
6460 ================
6461 */
6462 int dpsoftrast_test;
6463 void R_RenderView(void)
6464 {
6465         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6466
6467         dpsoftrast_test = r_test.integer;
6468
6469         if (r_timereport_active)
6470                 R_TimeReport("start");
6471         r_textureframe++; // used only by R_GetCurrentTexture
6472         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6473
6474         if(R_CompileShader_CheckStaticParms())
6475                 R_GLSL_Restart_f();
6476
6477         if (!r_drawentities.integer)
6478                 r_refdef.scene.numentities = 0;
6479
6480         R_AnimCache_ClearCache();
6481         R_FrameData_NewFrame();
6482
6483         /* adjust for stereo display */
6484         if(R_Stereo_Active())
6485         {
6486                 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);
6487                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6488         }
6489
6490         if (r_refdef.view.isoverlay)
6491         {
6492                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6493                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6494                 R_TimeReport("depthclear");
6495
6496                 r_refdef.view.showdebug = false;
6497
6498                 r_waterstate.enabled = false;
6499                 r_waterstate.numwaterplanes = 0;
6500
6501                 R_RenderScene();
6502
6503                 r_refdef.view.matrix = originalmatrix;
6504
6505                 CHECKGLERROR
6506                 return;
6507         }
6508
6509         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6510         {
6511                 r_refdef.view.matrix = originalmatrix;
6512                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6513         }
6514
6515         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6516
6517         R_RenderView_UpdateViewVectors();
6518
6519         R_Shadow_UpdateWorldLightSelection();
6520
6521         R_Bloom_StartFrame();
6522         R_Water_StartFrame();
6523
6524         CHECKGLERROR
6525         if (r_timereport_active)
6526                 R_TimeReport("viewsetup");
6527
6528         R_ResetViewRendering3D();
6529
6530         if (r_refdef.view.clear || r_refdef.fogenabled)
6531         {
6532                 R_ClearScreen(r_refdef.fogenabled);
6533                 if (r_timereport_active)
6534                         R_TimeReport("viewclear");
6535         }
6536         r_refdef.view.clear = true;
6537
6538         // this produces a bloom texture to be used in R_BlendView() later
6539         if (r_hdr.integer && r_bloomstate.bloomwidth)
6540         {
6541                 R_HDR_RenderBloomTexture();
6542                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6543                 r_textureframe++; // used only by R_GetCurrentTexture
6544         }
6545
6546         r_refdef.view.showdebug = true;
6547
6548         R_View_Update();
6549         if (r_timereport_active)
6550                 R_TimeReport("visibility");
6551
6552         r_waterstate.numwaterplanes = 0;
6553         if (r_waterstate.enabled)
6554                 R_RenderWaterPlanes();
6555
6556         R_RenderScene();
6557         r_waterstate.numwaterplanes = 0;
6558
6559         R_BlendView();
6560         if (r_timereport_active)
6561                 R_TimeReport("blendview");
6562
6563         GL_Scissor(0, 0, vid.width, vid.height);
6564         GL_ScissorTest(false);
6565
6566         r_refdef.view.matrix = originalmatrix;
6567
6568         CHECKGLERROR
6569 }
6570
6571 void R_RenderWaterPlanes(void)
6572 {
6573         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6574         {
6575                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6576                 if (r_timereport_active)
6577                         R_TimeReport("waterworld");
6578         }
6579
6580         // don't let sound skip if going slow
6581         if (r_refdef.scene.extraupdate)
6582                 S_ExtraUpdate ();
6583
6584         R_DrawModelsAddWaterPlanes();
6585         if (r_timereport_active)
6586                 R_TimeReport("watermodels");
6587
6588         if (r_waterstate.numwaterplanes)
6589         {
6590                 R_Water_ProcessPlanes();
6591                 if (r_timereport_active)
6592                         R_TimeReport("waterscenes");
6593         }
6594 }
6595
6596 extern void R_DrawLightningBeams (void);
6597 extern void VM_CL_AddPolygonsToMeshQueue (void);
6598 extern void R_DrawPortals (void);
6599 extern cvar_t cl_locs_show;
6600 static void R_DrawLocs(void);
6601 static void R_DrawEntityBBoxes(void);
6602 static void R_DrawModelDecals(void);
6603 extern void R_DrawModelShadows(void);
6604 extern void R_DrawModelShadowMaps(void);
6605 extern cvar_t cl_decals_newsystem;
6606 extern qboolean r_shadow_usingdeferredprepass;
6607 void R_RenderScene(void)
6608 {
6609         qboolean shadowmapping = false;
6610
6611         if (r_timereport_active)
6612                 R_TimeReport("beginscene");
6613
6614         r_refdef.stats.renders++;
6615
6616         R_UpdateFogColor();
6617
6618         // don't let sound skip if going slow
6619         if (r_refdef.scene.extraupdate)
6620                 S_ExtraUpdate ();
6621
6622         R_MeshQueue_BeginScene();
6623
6624         R_SkyStartFrame();
6625
6626         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);
6627
6628         if (r_timereport_active)
6629                 R_TimeReport("skystartframe");
6630
6631         if (cl.csqc_vidvars.drawworld)
6632         {
6633                 // don't let sound skip if going slow
6634                 if (r_refdef.scene.extraupdate)
6635                         S_ExtraUpdate ();
6636
6637                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6638                 {
6639                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6640                         if (r_timereport_active)
6641                                 R_TimeReport("worldsky");
6642                 }
6643
6644                 if (R_DrawBrushModelsSky() && r_timereport_active)
6645                         R_TimeReport("bmodelsky");
6646
6647                 if (skyrendermasked && skyrenderlater)
6648                 {
6649                         // we have to force off the water clipping plane while rendering sky
6650                         R_SetupView(false);
6651                         R_Sky();
6652                         R_SetupView(true);
6653                         if (r_timereport_active)
6654                                 R_TimeReport("sky");
6655                 }
6656         }
6657
6658         R_AnimCache_CacheVisibleEntities();
6659         if (r_timereport_active)
6660                 R_TimeReport("animation");
6661
6662         R_Shadow_PrepareLights();
6663         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6664                 R_Shadow_PrepareModelShadows();
6665         if (r_timereport_active)
6666                 R_TimeReport("preparelights");
6667
6668         if (R_Shadow_ShadowMappingEnabled())
6669                 shadowmapping = true;
6670
6671         if (r_shadow_usingdeferredprepass)
6672                 R_Shadow_DrawPrepass();
6673
6674         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6675         {
6676                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6677                 if (r_timereport_active)
6678                         R_TimeReport("worlddepth");
6679         }
6680         if (r_depthfirst.integer >= 2)
6681         {
6682                 R_DrawModelsDepth();
6683                 if (r_timereport_active)
6684                         R_TimeReport("modeldepth");
6685         }
6686
6687         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6688         {
6689                 R_DrawModelShadowMaps();
6690                 R_ResetViewRendering3D();
6691                 // don't let sound skip if going slow
6692                 if (r_refdef.scene.extraupdate)
6693                         S_ExtraUpdate ();
6694         }
6695
6696         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6697         {
6698                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6699                 if (r_timereport_active)
6700                         R_TimeReport("world");
6701         }
6702
6703         // don't let sound skip if going slow
6704         if (r_refdef.scene.extraupdate)
6705                 S_ExtraUpdate ();
6706
6707         R_DrawModels();
6708         if (r_timereport_active)
6709                 R_TimeReport("models");
6710
6711         // don't let sound skip if going slow
6712         if (r_refdef.scene.extraupdate)
6713                 S_ExtraUpdate ();
6714
6715         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6716         {
6717                 R_DrawModelShadows();
6718                 R_ResetViewRendering3D();
6719                 // don't let sound skip if going slow
6720                 if (r_refdef.scene.extraupdate)
6721                         S_ExtraUpdate ();
6722         }
6723
6724         if (!r_shadow_usingdeferredprepass)
6725         {
6726                 R_Shadow_DrawLights();
6727                 if (r_timereport_active)
6728                         R_TimeReport("rtlights");
6729         }
6730
6731         // don't let sound skip if going slow
6732         if (r_refdef.scene.extraupdate)
6733                 S_ExtraUpdate ();
6734
6735         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6736         {
6737                 R_DrawModelShadows();
6738                 R_ResetViewRendering3D();
6739                 // don't let sound skip if going slow
6740                 if (r_refdef.scene.extraupdate)
6741                         S_ExtraUpdate ();
6742         }
6743
6744         if (cl.csqc_vidvars.drawworld)
6745         {
6746                 if (cl_decals_newsystem.integer)
6747                 {
6748                         R_DrawModelDecals();
6749                         if (r_timereport_active)
6750                                 R_TimeReport("modeldecals");
6751                 }
6752                 else
6753                 {
6754                         R_DrawDecals();
6755                         if (r_timereport_active)
6756                                 R_TimeReport("decals");
6757                 }
6758
6759                 R_DrawParticles();
6760                 if (r_timereport_active)
6761                         R_TimeReport("particles");
6762
6763                 R_DrawExplosions();
6764                 if (r_timereport_active)
6765                         R_TimeReport("explosions");
6766
6767                 R_DrawLightningBeams();
6768                 if (r_timereport_active)
6769                         R_TimeReport("lightning");
6770         }
6771
6772         VM_CL_AddPolygonsToMeshQueue();
6773
6774         if (r_refdef.view.showdebug)
6775         {
6776                 if (cl_locs_show.integer)
6777                 {
6778                         R_DrawLocs();
6779                         if (r_timereport_active)
6780                                 R_TimeReport("showlocs");
6781                 }
6782
6783                 if (r_drawportals.integer)
6784                 {
6785                         R_DrawPortals();
6786                         if (r_timereport_active)
6787                                 R_TimeReport("portals");
6788                 }
6789
6790                 if (r_showbboxes.value > 0)
6791                 {
6792                         R_DrawEntityBBoxes();
6793                         if (r_timereport_active)
6794                                 R_TimeReport("bboxes");
6795                 }
6796         }
6797
6798         R_MeshQueue_RenderTransparent();
6799         if (r_timereport_active)
6800                 R_TimeReport("drawtrans");
6801
6802         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))
6803         {
6804                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6805                 if (r_timereport_active)
6806                         R_TimeReport("worlddebug");
6807                 R_DrawModelsDebug();
6808                 if (r_timereport_active)
6809                         R_TimeReport("modeldebug");
6810         }
6811
6812         if (cl.csqc_vidvars.drawworld)
6813         {
6814                 R_Shadow_DrawCoronas();
6815                 if (r_timereport_active)
6816                         R_TimeReport("coronas");
6817         }
6818
6819 #if 0
6820         {
6821                 GL_DepthTest(false);
6822                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
6823                 GL_Color(1, 1, 1, 1);
6824                 qglBegin(GL_POLYGON);
6825                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
6826                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
6827                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
6828                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
6829                 qglEnd();
6830                 qglBegin(GL_POLYGON);
6831                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
6832                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
6833                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
6834                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
6835                 qglEnd();
6836                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
6837         }
6838 #endif
6839
6840         // don't let sound skip if going slow
6841         if (r_refdef.scene.extraupdate)
6842                 S_ExtraUpdate ();
6843
6844         R_ResetViewRendering2D();
6845 }
6846
6847 static const unsigned short bboxelements[36] =
6848 {
6849         5, 1, 3, 5, 3, 7,
6850         6, 2, 0, 6, 0, 4,
6851         7, 3, 2, 7, 2, 6,
6852         4, 0, 1, 4, 1, 5,
6853         4, 5, 7, 4, 7, 6,
6854         1, 0, 2, 1, 2, 3,
6855 };
6856
6857 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6858 {
6859         int i;
6860         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
6861
6862         RSurf_ActiveWorldEntity();
6863
6864         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6865         GL_DepthMask(false);
6866         GL_DepthRange(0, 1);
6867         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6868 //      R_Mesh_ResetTextureState();
6869
6870         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
6871         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
6872         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
6873         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
6874         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
6875         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
6876         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
6877         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
6878         R_FillColors(color4f, 8, cr, cg, cb, ca);
6879         if (r_refdef.fogenabled)
6880         {
6881                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
6882                 {
6883                         f1 = RSurf_FogVertex(v);
6884                         f2 = 1 - f1;
6885                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6886                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6887                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6888                 }
6889         }
6890         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
6891         R_Mesh_ResetTextureState();
6892         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6893         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
6894 }
6895
6896 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6897 {
6898         int i;
6899         float color[4];
6900         prvm_edict_t *edict;
6901         prvm_prog_t *prog_save = prog;
6902
6903         // this function draws bounding boxes of server entities
6904         if (!sv.active)
6905                 return;
6906
6907         GL_CullFace(GL_NONE);
6908         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6909
6910         prog = 0;
6911         SV_VM_Begin();
6912         for (i = 0;i < numsurfaces;i++)
6913         {
6914                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6915                 switch ((int)edict->fields.server->solid)
6916                 {
6917                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6918                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6919                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6920                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6921                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6922                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6923                 }
6924                 color[3] *= r_showbboxes.value;
6925                 color[3] = bound(0, color[3], 1);
6926                 GL_DepthTest(!r_showdisabledepthtest.integer);
6927                 GL_CullFace(r_refdef.view.cullface_front);
6928                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6929         }
6930         SV_VM_End();
6931         prog = prog_save;
6932 }
6933
6934 static void R_DrawEntityBBoxes(void)
6935 {
6936         int i;
6937         prvm_edict_t *edict;
6938         vec3_t center;
6939         prvm_prog_t *prog_save = prog;
6940
6941         // this function draws bounding boxes of server entities
6942         if (!sv.active)
6943                 return;
6944
6945         prog = 0;
6946         SV_VM_Begin();
6947         for (i = 0;i < prog->num_edicts;i++)
6948         {
6949                 edict = PRVM_EDICT_NUM(i);
6950                 if (edict->priv.server->free)
6951                         continue;
6952                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6953                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
6954                         continue;
6955                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
6956                         continue;
6957                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6958                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
6959         }
6960         SV_VM_End();
6961         prog = prog_save;
6962 }
6963
6964 static const int nomodelelement3i[24] =
6965 {
6966         5, 2, 0,
6967         5, 1, 2,
6968         5, 0, 3,
6969         5, 3, 1,
6970         0, 2, 4,
6971         2, 1, 4,
6972         3, 0, 4,
6973         1, 3, 4
6974 };
6975
6976 static const unsigned short nomodelelement3s[24] =
6977 {
6978         5, 2, 0,
6979         5, 1, 2,
6980         5, 0, 3,
6981         5, 3, 1,
6982         0, 2, 4,
6983         2, 1, 4,
6984         3, 0, 4,
6985         1, 3, 4
6986 };
6987
6988 static const float nomodelvertex3f[6*3] =
6989 {
6990         -16,   0,   0,
6991          16,   0,   0,
6992           0, -16,   0,
6993           0,  16,   0,
6994           0,   0, -16,
6995           0,   0,  16
6996 };
6997
6998 static const float nomodelcolor4f[6*4] =
6999 {
7000         0.0f, 0.0f, 0.5f, 1.0f,
7001         0.0f, 0.0f, 0.5f, 1.0f,
7002         0.0f, 0.5f, 0.0f, 1.0f,
7003         0.0f, 0.5f, 0.0f, 1.0f,
7004         0.5f, 0.0f, 0.0f, 1.0f,
7005         0.5f, 0.0f, 0.0f, 1.0f
7006 };
7007
7008 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7009 {
7010         int i;
7011         float f1, f2, *c;
7012         float color4f[6*4];
7013
7014         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);
7015
7016         // this is only called once per entity so numsurfaces is always 1, and
7017         // surfacelist is always {0}, so this code does not handle batches
7018
7019         if (rsurface.ent_flags & RENDER_ADDITIVE)
7020         {
7021                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7022                 GL_DepthMask(false);
7023         }
7024         else if (rsurface.colormod[3] < 1)
7025         {
7026                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7027                 GL_DepthMask(false);
7028         }
7029         else
7030         {
7031                 GL_BlendFunc(GL_ONE, GL_ZERO);
7032                 GL_DepthMask(true);
7033         }
7034         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7035         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7036         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7037         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7038         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7039         for (i = 0, c = color4f;i < 6;i++, c += 4)
7040         {
7041                 c[0] *= rsurface.colormod[0];
7042                 c[1] *= rsurface.colormod[1];
7043                 c[2] *= rsurface.colormod[2];
7044                 c[3] *= rsurface.colormod[3];
7045         }
7046         if (r_refdef.fogenabled)
7047         {
7048                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7049                 {
7050                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7051                         f2 = 1 - f1;
7052                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7053                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7054                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7055                 }
7056         }
7057 //      R_Mesh_ResetTextureState();
7058         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7059         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7060         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7061 }
7062
7063 void R_DrawNoModel(entity_render_t *ent)
7064 {
7065         vec3_t org;
7066         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7067         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7068                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7069         else
7070                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7071 }
7072
7073 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7074 {
7075         vec3_t right1, right2, diff, normal;
7076
7077         VectorSubtract (org2, org1, normal);
7078
7079         // calculate 'right' vector for start
7080         VectorSubtract (r_refdef.view.origin, org1, diff);
7081         CrossProduct (normal, diff, right1);
7082         VectorNormalize (right1);
7083
7084         // calculate 'right' vector for end
7085         VectorSubtract (r_refdef.view.origin, org2, diff);
7086         CrossProduct (normal, diff, right2);
7087         VectorNormalize (right2);
7088
7089         vert[ 0] = org1[0] + width * right1[0];
7090         vert[ 1] = org1[1] + width * right1[1];
7091         vert[ 2] = org1[2] + width * right1[2];
7092         vert[ 3] = org1[0] - width * right1[0];
7093         vert[ 4] = org1[1] - width * right1[1];
7094         vert[ 5] = org1[2] - width * right1[2];
7095         vert[ 6] = org2[0] - width * right2[0];
7096         vert[ 7] = org2[1] - width * right2[1];
7097         vert[ 8] = org2[2] - width * right2[2];
7098         vert[ 9] = org2[0] + width * right2[0];
7099         vert[10] = org2[1] + width * right2[1];
7100         vert[11] = org2[2] + width * right2[2];
7101 }
7102
7103 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)
7104 {
7105         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7106         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7107         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7108         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7109         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7110         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7111         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7112         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7113         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7114         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7115         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7116         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7117 }
7118
7119 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7120 {
7121         int i;
7122         float *vertex3f;
7123         float v[3];
7124         VectorSet(v, x, y, z);
7125         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7126                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7127                         break;
7128         if (i == mesh->numvertices)
7129         {
7130                 if (mesh->numvertices < mesh->maxvertices)
7131                 {
7132                         VectorCopy(v, vertex3f);
7133                         mesh->numvertices++;
7134                 }
7135                 return mesh->numvertices;
7136         }
7137         else
7138                 return i;
7139 }
7140
7141 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7142 {
7143         int i;
7144         int *e, element[3];
7145         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7146         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7147         e = mesh->element3i + mesh->numtriangles * 3;
7148         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7149         {
7150                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7151                 if (mesh->numtriangles < mesh->maxtriangles)
7152                 {
7153                         *e++ = element[0];
7154                         *e++ = element[1];
7155                         *e++ = element[2];
7156                         mesh->numtriangles++;
7157                 }
7158                 element[1] = element[2];
7159         }
7160 }
7161
7162 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7163 {
7164         int i;
7165         int *e, element[3];
7166         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7167         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7168         e = mesh->element3i + mesh->numtriangles * 3;
7169         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7170         {
7171                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7172                 if (mesh->numtriangles < mesh->maxtriangles)
7173                 {
7174                         *e++ = element[0];
7175                         *e++ = element[1];
7176                         *e++ = element[2];
7177                         mesh->numtriangles++;
7178                 }
7179                 element[1] = element[2];
7180         }
7181 }
7182
7183 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7184 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7185 {
7186         int planenum, planenum2;
7187         int w;
7188         int tempnumpoints;
7189         mplane_t *plane, *plane2;
7190         double maxdist;
7191         double temppoints[2][256*3];
7192         // figure out how large a bounding box we need to properly compute this brush
7193         maxdist = 0;
7194         for (w = 0;w < numplanes;w++)
7195                 maxdist = max(maxdist, fabs(planes[w].dist));
7196         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7197         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7198         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7199         {
7200                 w = 0;
7201                 tempnumpoints = 4;
7202                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7203                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7204                 {
7205                         if (planenum2 == planenum)
7206                                 continue;
7207                         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);
7208                         w = !w;
7209                 }
7210                 if (tempnumpoints < 3)
7211                         continue;
7212                 // generate elements forming a triangle fan for this polygon
7213                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7214         }
7215 }
7216
7217 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)
7218 {
7219         texturelayer_t *layer;
7220         layer = t->currentlayers + t->currentnumlayers++;
7221         layer->type = type;
7222         layer->depthmask = depthmask;
7223         layer->blendfunc1 = blendfunc1;
7224         layer->blendfunc2 = blendfunc2;
7225         layer->texture = texture;
7226         layer->texmatrix = *matrix;
7227         layer->color[0] = r;
7228         layer->color[1] = g;
7229         layer->color[2] = b;
7230         layer->color[3] = a;
7231 }
7232
7233 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7234 {
7235         if(parms[0] == 0 && parms[1] == 0)
7236                 return false;
7237         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7238                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
7239                         return false;
7240         return true;
7241 }
7242
7243 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7244 {
7245         double index, f;
7246         index = parms[2] + r_refdef.scene.time * parms[3];
7247         index -= floor(index);
7248         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7249         {
7250         default:
7251         case Q3WAVEFUNC_NONE:
7252         case Q3WAVEFUNC_NOISE:
7253         case Q3WAVEFUNC_COUNT:
7254                 f = 0;
7255                 break;
7256         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7257         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7258         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7259         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7260         case Q3WAVEFUNC_TRIANGLE:
7261                 index *= 4;
7262                 f = index - floor(index);
7263                 if (index < 1)
7264                         f = f;
7265                 else if (index < 2)
7266                         f = 1 - f;
7267                 else if (index < 3)
7268                         f = -f;
7269                 else
7270                         f = -(1 - f);
7271                 break;
7272         }
7273         f = parms[0] + parms[1] * f;
7274         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7275                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
7276         return (float) f;
7277 }
7278
7279 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7280 {
7281         int w, h, idx;
7282         float f;
7283         float tcmat[12];
7284         matrix4x4_t matrix, temp;
7285         switch(tcmod->tcmod)
7286         {
7287                 case Q3TCMOD_COUNT:
7288                 case Q3TCMOD_NONE:
7289                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7290                                 matrix = r_waterscrollmatrix;
7291                         else
7292                                 matrix = identitymatrix;
7293                         break;
7294                 case Q3TCMOD_ENTITYTRANSLATE:
7295                         // this is used in Q3 to allow the gamecode to control texcoord
7296                         // scrolling on the entity, which is not supported in darkplaces yet.
7297                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7298                         break;
7299                 case Q3TCMOD_ROTATE:
7300                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7301                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
7302                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7303                         break;
7304                 case Q3TCMOD_SCALE:
7305                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7306                         break;
7307                 case Q3TCMOD_SCROLL:
7308                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
7309                         break;
7310                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7311                         w = (int) tcmod->parms[0];
7312                         h = (int) tcmod->parms[1];
7313                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
7314                         f = f - floor(f);
7315                         idx = (int) floor(f * w * h);
7316                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7317                         break;
7318                 case Q3TCMOD_STRETCH:
7319                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7320                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7321                         break;
7322                 case Q3TCMOD_TRANSFORM:
7323                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7324                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7325                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7326                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7327                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7328                         break;
7329                 case Q3TCMOD_TURBULENT:
7330                         // this is handled in the RSurf_PrepareVertices function
7331                         matrix = identitymatrix;
7332                         break;
7333         }
7334         temp = *texmatrix;
7335         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7336 }
7337
7338 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7339 {
7340         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
7341         char name[MAX_QPATH];
7342         skinframe_t *skinframe;
7343         unsigned char pixels[296*194];
7344         strlcpy(cache->name, skinname, sizeof(cache->name));
7345         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7346         if (developer_loading.integer)
7347                 Con_Printf("loading %s\n", name);
7348         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7349         if (!skinframe || !skinframe->base)
7350         {
7351                 unsigned char *f;
7352                 fs_offset_t filesize;
7353                 skinframe = NULL;
7354                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7355                 if (f)
7356                 {
7357                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7358                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7359                         Mem_Free(f);
7360                 }
7361         }
7362         cache->skinframe = skinframe;
7363 }
7364
7365 texture_t *R_GetCurrentTexture(texture_t *t)
7366 {
7367         int i;
7368         const entity_render_t *ent = rsurface.entity;
7369         dp_model_t *model = ent->model;
7370         q3shaderinfo_layer_tcmod_t *tcmod;
7371
7372         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7373                 return t->currentframe;
7374         t->update_lastrenderframe = r_textureframe;
7375         t->update_lastrenderentity = (void *)ent;
7376
7377         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7378                 t->camera_entity = ent->entitynumber;
7379         else
7380                 t->camera_entity = 0;
7381
7382         // switch to an alternate material if this is a q1bsp animated material
7383         {
7384                 texture_t *texture = t;
7385                 int s = rsurface.ent_skinnum;
7386                 if ((unsigned int)s >= (unsigned int)model->numskins)
7387                         s = 0;
7388                 if (model->skinscenes)
7389                 {
7390                         if (model->skinscenes[s].framecount > 1)
7391                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7392                         else
7393                                 s = model->skinscenes[s].firstframe;
7394                 }
7395                 if (s > 0)
7396                         t = t + s * model->num_surfaces;
7397                 if (t->animated)
7398                 {
7399                         // use an alternate animation if the entity's frame is not 0,
7400                         // and only if the texture has an alternate animation
7401                         if (rsurface.ent_alttextures && t->anim_total[1])
7402                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
7403                         else
7404                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
7405                 }
7406                 texture->currentframe = t;
7407         }
7408
7409         // update currentskinframe to be a qw skin or animation frame
7410         if (rsurface.ent_qwskin >= 0)
7411         {
7412                 i = rsurface.ent_qwskin;
7413                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7414                 {
7415                         r_qwskincache_size = cl.maxclients;
7416                         if (r_qwskincache)
7417                                 Mem_Free(r_qwskincache);
7418                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7419                 }
7420                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7421                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7422                 t->currentskinframe = r_qwskincache[i].skinframe;
7423                 if (t->currentskinframe == NULL)
7424                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
7425         }
7426         else if (t->numskinframes >= 2)
7427                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
7428         if (t->backgroundnumskinframes >= 2)
7429                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
7430
7431         t->currentmaterialflags = t->basematerialflags;
7432         t->currentalpha = rsurface.colormod[3];
7433         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
7434                 t->currentalpha *= r_wateralpha.value;
7435         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7436                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7437         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7438                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7439         if (!(rsurface.ent_flags & RENDER_LIGHT))
7440                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7441         else if (FAKELIGHT_ENABLED)
7442         {
7443                         // no modellight if using fakelight for the map
7444         }
7445         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7446         {
7447                 // pick a model lighting mode
7448                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7449                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7450                 else
7451                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7452         }
7453         if (rsurface.ent_flags & RENDER_ADDITIVE)
7454                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7455         else if (t->currentalpha < 1)
7456                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7457         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7458                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7459         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7460                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7461         if (t->backgroundnumskinframes)
7462                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7463         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7464         {
7465                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7466                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7467         }
7468         else
7469                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7470         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7471                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7472
7473         // there is no tcmod
7474         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7475         {
7476                 t->currenttexmatrix = r_waterscrollmatrix;
7477                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7478         }
7479         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7480         {
7481                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7482                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7483         }
7484
7485         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7486                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7487         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7488                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7489
7490         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7491         if (t->currentskinframe->qpixels)
7492                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7493         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7494         if (!t->basetexture)
7495                 t->basetexture = r_texture_notexture;
7496         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7497         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7498         t->nmaptexture = t->currentskinframe->nmap;
7499         if (!t->nmaptexture)
7500                 t->nmaptexture = r_texture_blanknormalmap;
7501         t->glosstexture = r_texture_black;
7502         t->glowtexture = t->currentskinframe->glow;
7503         t->fogtexture = t->currentskinframe->fog;
7504         t->reflectmasktexture = t->currentskinframe->reflect;
7505         if (t->backgroundnumskinframes)
7506         {
7507                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7508                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7509                 t->backgroundglosstexture = r_texture_black;
7510                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7511                 if (!t->backgroundnmaptexture)
7512                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7513         }
7514         else
7515         {
7516                 t->backgroundbasetexture = r_texture_white;
7517                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7518                 t->backgroundglosstexture = r_texture_black;
7519                 t->backgroundglowtexture = NULL;
7520         }
7521         t->specularpower = r_shadow_glossexponent.value;
7522         // TODO: store reference values for these in the texture?
7523         t->specularscale = 0;
7524         if (r_shadow_gloss.integer > 0)
7525         {
7526                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7527                 {
7528                         if (r_shadow_glossintensity.value > 0)
7529                         {
7530                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7531                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7532                                 t->specularscale = r_shadow_glossintensity.value;
7533                         }
7534                 }
7535                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7536                 {
7537                         t->glosstexture = r_texture_white;
7538                         t->backgroundglosstexture = r_texture_white;
7539                         t->specularscale = r_shadow_gloss2intensity.value;
7540                         t->specularpower = r_shadow_gloss2exponent.value;
7541                 }
7542         }
7543         t->specularscale *= t->specularscalemod;
7544         t->specularpower *= t->specularpowermod;
7545
7546         // lightmaps mode looks bad with dlights using actual texturing, so turn
7547         // off the colormap and glossmap, but leave the normalmap on as it still
7548         // accurately represents the shading involved
7549         if (gl_lightmaps.integer)
7550         {
7551                 t->basetexture = r_texture_grey128;
7552                 t->pantstexture = r_texture_black;
7553                 t->shirttexture = r_texture_black;
7554                 t->nmaptexture = r_texture_blanknormalmap;
7555                 t->glosstexture = r_texture_black;
7556                 t->glowtexture = NULL;
7557                 t->fogtexture = NULL;
7558                 t->reflectmasktexture = NULL;
7559                 t->backgroundbasetexture = NULL;
7560                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7561                 t->backgroundglosstexture = r_texture_black;
7562                 t->backgroundglowtexture = NULL;
7563                 t->specularscale = 0;
7564                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7565         }
7566
7567         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7568         VectorClear(t->dlightcolor);
7569         t->currentnumlayers = 0;
7570         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7571         {
7572                 int blendfunc1, blendfunc2;
7573                 qboolean depthmask;
7574                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7575                 {
7576                         blendfunc1 = GL_SRC_ALPHA;
7577                         blendfunc2 = GL_ONE;
7578                 }
7579                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7580                 {
7581                         blendfunc1 = GL_SRC_ALPHA;
7582                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7583                 }
7584                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7585                 {
7586                         blendfunc1 = t->customblendfunc[0];
7587                         blendfunc2 = t->customblendfunc[1];
7588                 }
7589                 else
7590                 {
7591                         blendfunc1 = GL_ONE;
7592                         blendfunc2 = GL_ZERO;
7593                 }
7594                 // don't colormod evilblend textures
7595                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7596                         VectorSet(t->lightmapcolor, 1, 1, 1);
7597                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7598                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7599                 {
7600                         // fullbright is not affected by r_refdef.lightmapintensity
7601                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7602                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7603                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7604                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7605                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7606                 }
7607                 else
7608                 {
7609                         vec3_t ambientcolor;
7610                         float colorscale;
7611                         // set the color tint used for lights affecting this surface
7612                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7613                         colorscale = 2;
7614                         // q3bsp has no lightmap updates, so the lightstylevalue that
7615                         // would normally be baked into the lightmap must be
7616                         // applied to the color
7617                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7618                         if (model->type == mod_brushq3)
7619                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7620                         colorscale *= r_refdef.lightmapintensity;
7621                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7622                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7623                         // basic lit geometry
7624                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7625                         // add pants/shirt if needed
7626                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7627                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
7628                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7629                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7630                         // now add ambient passes if needed
7631                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7632                         {
7633                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
7634                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7635                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7636                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7637                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7638                         }
7639                 }
7640                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7641                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
7642                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7643                 {
7644                         // if this is opaque use alpha blend which will darken the earlier
7645                         // passes cheaply.
7646                         //
7647                         // if this is an alpha blended material, all the earlier passes
7648                         // were darkened by fog already, so we only need to add the fog
7649                         // color ontop through the fog mask texture
7650                         //
7651                         // if this is an additive blended material, all the earlier passes
7652                         // were darkened by fog already, and we should not add fog color
7653                         // (because the background was not darkened, there is no fog color
7654                         // that was lost behind it).
7655                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
7656                 }
7657         }
7658
7659         return t->currentframe;
7660 }
7661
7662 rsurfacestate_t rsurface;
7663
7664 void RSurf_ActiveWorldEntity(void)
7665 {
7666         dp_model_t *model = r_refdef.scene.worldmodel;
7667         //if (rsurface.entity == r_refdef.scene.worldentity)
7668         //      return;
7669         rsurface.entity = r_refdef.scene.worldentity;
7670         rsurface.skeleton = NULL;
7671         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7672         rsurface.ent_skinnum = 0;
7673         rsurface.ent_qwskin = -1;
7674         rsurface.ent_shadertime = 0;
7675         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7676         rsurface.matrix = identitymatrix;
7677         rsurface.inversematrix = identitymatrix;
7678         rsurface.matrixscale = 1;
7679         rsurface.inversematrixscale = 1;
7680         R_EntityMatrix(&identitymatrix);
7681         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7682         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7683         rsurface.fograngerecip = r_refdef.fograngerecip;
7684         rsurface.fogheightfade = r_refdef.fogheightfade;
7685         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7686         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7687         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7688         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7689         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7690         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7691         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7692         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7693         rsurface.colormod[3] = 1;
7694         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
7695         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7696         rsurface.frameblend[0].lerp = 1;
7697         rsurface.ent_alttextures = false;
7698         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7699         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7700         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7701         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7702         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7703         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7704         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7705         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7706         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7707         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7708         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7709         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7710         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7711         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7712         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7713         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7714         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7715         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7716         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7717         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7718         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7719         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7720         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7721         rsurface.modelelement3i = model->surfmesh.data_element3i;
7722         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7723         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7724         rsurface.modelelement3s = model->surfmesh.data_element3s;
7725         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7726         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7727         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7728         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7729         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7730         rsurface.modelsurfaces = model->data_surfaces;
7731         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
7732         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
7733         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
7734         rsurface.modelgeneratedvertex = false;
7735         rsurface.batchgeneratedvertex = false;
7736         rsurface.batchfirstvertex = 0;
7737         rsurface.batchnumvertices = 0;
7738         rsurface.batchfirsttriangle = 0;
7739         rsurface.batchnumtriangles = 0;
7740         rsurface.batchvertex3f  = NULL;
7741         rsurface.batchvertex3f_vertexbuffer = NULL;
7742         rsurface.batchvertex3f_bufferoffset = 0;
7743         rsurface.batchsvector3f = NULL;
7744         rsurface.batchsvector3f_vertexbuffer = NULL;
7745         rsurface.batchsvector3f_bufferoffset = 0;
7746         rsurface.batchtvector3f = NULL;
7747         rsurface.batchtvector3f_vertexbuffer = NULL;
7748         rsurface.batchtvector3f_bufferoffset = 0;
7749         rsurface.batchnormal3f  = NULL;
7750         rsurface.batchnormal3f_vertexbuffer = NULL;
7751         rsurface.batchnormal3f_bufferoffset = 0;
7752         rsurface.batchlightmapcolor4f = NULL;
7753         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7754         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7755         rsurface.batchtexcoordtexture2f = NULL;
7756         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7757         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7758         rsurface.batchtexcoordlightmap2f = NULL;
7759         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7760         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7761         rsurface.batchvertexmesh = NULL;
7762         rsurface.batchvertexmeshbuffer = NULL;
7763         rsurface.batchvertex3fbuffer = NULL;
7764         rsurface.batchelement3i = NULL;
7765         rsurface.batchelement3i_indexbuffer = NULL;
7766         rsurface.batchelement3i_bufferoffset = 0;
7767         rsurface.batchelement3s = NULL;
7768         rsurface.batchelement3s_indexbuffer = NULL;
7769         rsurface.batchelement3s_bufferoffset = 0;
7770         rsurface.passcolor4f = NULL;
7771         rsurface.passcolor4f_vertexbuffer = NULL;
7772         rsurface.passcolor4f_bufferoffset = 0;
7773 }
7774
7775 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7776 {
7777         dp_model_t *model = ent->model;
7778         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7779         //      return;
7780         rsurface.entity = (entity_render_t *)ent;
7781         rsurface.skeleton = ent->skeleton;
7782         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7783         rsurface.ent_skinnum = ent->skinnum;
7784         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;
7785         rsurface.ent_shadertime = ent->shadertime;
7786         rsurface.ent_flags = ent->flags;
7787         rsurface.matrix = ent->matrix;
7788         rsurface.inversematrix = ent->inversematrix;
7789         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7790         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7791         R_EntityMatrix(&rsurface.matrix);
7792         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7793         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7794         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7795         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7796         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7797         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7798         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
7799         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
7800         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
7801         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
7802         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
7803         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
7804         rsurface.colormod[3] = ent->alpha;
7805         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
7806         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7807         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7808         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7809         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7810         if (ent->model->brush.submodel && !prepass)
7811         {
7812                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7813                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7814         }
7815         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
7816         {
7817                 if (ent->animcache_vertex3f)
7818                 {
7819                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7820                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7821                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7822                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7823                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
7824                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
7825                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
7826                 }
7827                 else if (wanttangents)
7828                 {
7829                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7830                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7831                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7832                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7833                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7834                         rsurface.modelvertexmesh = NULL;
7835                         rsurface.modelvertexmeshbuffer = NULL;
7836                         rsurface.modelvertex3fbuffer = NULL;
7837                 }
7838                 else if (wantnormals)
7839                 {
7840                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7841                         rsurface.modelsvector3f = NULL;
7842                         rsurface.modeltvector3f = NULL;
7843                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7844                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7845                         rsurface.modelvertexmesh = NULL;
7846                         rsurface.modelvertexmeshbuffer = NULL;
7847                         rsurface.modelvertex3fbuffer = NULL;
7848                 }
7849                 else
7850                 {
7851                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7852                         rsurface.modelsvector3f = NULL;
7853                         rsurface.modeltvector3f = NULL;
7854                         rsurface.modelnormal3f = NULL;
7855                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7856                         rsurface.modelvertexmesh = NULL;
7857                         rsurface.modelvertexmeshbuffer = NULL;
7858                         rsurface.modelvertex3fbuffer = NULL;
7859                 }
7860                 rsurface.modelvertex3f_vertexbuffer = 0;
7861                 rsurface.modelvertex3f_bufferoffset = 0;
7862                 rsurface.modelsvector3f_vertexbuffer = 0;
7863                 rsurface.modelsvector3f_bufferoffset = 0;
7864                 rsurface.modeltvector3f_vertexbuffer = 0;
7865                 rsurface.modeltvector3f_bufferoffset = 0;
7866                 rsurface.modelnormal3f_vertexbuffer = 0;
7867                 rsurface.modelnormal3f_bufferoffset = 0;
7868                 rsurface.modelgeneratedvertex = true;
7869         }
7870         else
7871         {
7872                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7873                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7874                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7875                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7876                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7877                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7878                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7879                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7880                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7881                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7882                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7883                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7884                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
7885                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
7886                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
7887                 rsurface.modelgeneratedvertex = false;
7888         }
7889         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7890         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7891         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7892         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7893         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7894         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7895         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7896         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7897         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7898         rsurface.modelelement3i = model->surfmesh.data_element3i;
7899         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7900         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7901         rsurface.modelelement3s = model->surfmesh.data_element3s;
7902         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7903         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7904         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7905         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7906         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7907         rsurface.modelsurfaces = model->data_surfaces;
7908         rsurface.batchgeneratedvertex = false;
7909         rsurface.batchfirstvertex = 0;
7910         rsurface.batchnumvertices = 0;
7911         rsurface.batchfirsttriangle = 0;
7912         rsurface.batchnumtriangles = 0;
7913         rsurface.batchvertex3f  = NULL;
7914         rsurface.batchvertex3f_vertexbuffer = NULL;
7915         rsurface.batchvertex3f_bufferoffset = 0;
7916         rsurface.batchsvector3f = NULL;
7917         rsurface.batchsvector3f_vertexbuffer = NULL;
7918         rsurface.batchsvector3f_bufferoffset = 0;
7919         rsurface.batchtvector3f = NULL;
7920         rsurface.batchtvector3f_vertexbuffer = NULL;
7921         rsurface.batchtvector3f_bufferoffset = 0;
7922         rsurface.batchnormal3f  = NULL;
7923         rsurface.batchnormal3f_vertexbuffer = NULL;
7924         rsurface.batchnormal3f_bufferoffset = 0;
7925         rsurface.batchlightmapcolor4f = NULL;
7926         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7927         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7928         rsurface.batchtexcoordtexture2f = NULL;
7929         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7930         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7931         rsurface.batchtexcoordlightmap2f = NULL;
7932         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7933         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7934         rsurface.batchvertexmesh = NULL;
7935         rsurface.batchvertexmeshbuffer = NULL;
7936         rsurface.batchvertex3fbuffer = NULL;
7937         rsurface.batchelement3i = NULL;
7938         rsurface.batchelement3i_indexbuffer = NULL;
7939         rsurface.batchelement3i_bufferoffset = 0;
7940         rsurface.batchelement3s = NULL;
7941         rsurface.batchelement3s_indexbuffer = NULL;
7942         rsurface.batchelement3s_bufferoffset = 0;
7943         rsurface.passcolor4f = NULL;
7944         rsurface.passcolor4f_vertexbuffer = NULL;
7945         rsurface.passcolor4f_bufferoffset = 0;
7946 }
7947
7948 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)
7949 {
7950         rsurface.entity = r_refdef.scene.worldentity;
7951         rsurface.skeleton = NULL;
7952         rsurface.ent_skinnum = 0;
7953         rsurface.ent_qwskin = -1;
7954         rsurface.ent_shadertime = shadertime;
7955         rsurface.ent_flags = entflags;
7956         rsurface.modelnumvertices = numvertices;
7957         rsurface.modelnumtriangles = numtriangles;
7958         rsurface.matrix = *matrix;
7959         rsurface.inversematrix = *inversematrix;
7960         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7961         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7962         R_EntityMatrix(&rsurface.matrix);
7963         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7964         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7965         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7966         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7967         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7968         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7969         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7970         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7971         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7972         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7973         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7974         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
7975         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
7976         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7977         rsurface.frameblend[0].lerp = 1;
7978         rsurface.ent_alttextures = false;
7979         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7980         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7981         if (wanttangents)
7982         {
7983                 rsurface.modelvertex3f = (float *)vertex3f;
7984                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7985                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7986                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7987         }
7988         else if (wantnormals)
7989         {
7990                 rsurface.modelvertex3f = (float *)vertex3f;
7991                 rsurface.modelsvector3f = NULL;
7992                 rsurface.modeltvector3f = NULL;
7993                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7994         }
7995         else
7996         {
7997                 rsurface.modelvertex3f = (float *)vertex3f;
7998                 rsurface.modelsvector3f = NULL;
7999                 rsurface.modeltvector3f = NULL;
8000                 rsurface.modelnormal3f = NULL;
8001         }
8002         rsurface.modelvertexmesh = NULL;
8003         rsurface.modelvertexmeshbuffer = NULL;
8004         rsurface.modelvertex3fbuffer = NULL;
8005         rsurface.modelvertex3f_vertexbuffer = 0;
8006         rsurface.modelvertex3f_bufferoffset = 0;
8007         rsurface.modelsvector3f_vertexbuffer = 0;
8008         rsurface.modelsvector3f_bufferoffset = 0;
8009         rsurface.modeltvector3f_vertexbuffer = 0;
8010         rsurface.modeltvector3f_bufferoffset = 0;
8011         rsurface.modelnormal3f_vertexbuffer = 0;
8012         rsurface.modelnormal3f_bufferoffset = 0;
8013         rsurface.modelgeneratedvertex = true;
8014         rsurface.modellightmapcolor4f  = (float *)color4f;
8015         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8016         rsurface.modellightmapcolor4f_bufferoffset = 0;
8017         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8018         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8019         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8020         rsurface.modeltexcoordlightmap2f  = NULL;
8021         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8022         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8023         rsurface.modelelement3i = (int *)element3i;
8024         rsurface.modelelement3i_indexbuffer = NULL;
8025         rsurface.modelelement3i_bufferoffset = 0;
8026         rsurface.modelelement3s = (unsigned short *)element3s;
8027         rsurface.modelelement3s_indexbuffer = NULL;
8028         rsurface.modelelement3s_bufferoffset = 0;
8029         rsurface.modellightmapoffsets = NULL;
8030         rsurface.modelsurfaces = NULL;
8031         rsurface.batchgeneratedvertex = false;
8032         rsurface.batchfirstvertex = 0;
8033         rsurface.batchnumvertices = 0;
8034         rsurface.batchfirsttriangle = 0;
8035         rsurface.batchnumtriangles = 0;
8036         rsurface.batchvertex3f  = NULL;
8037         rsurface.batchvertex3f_vertexbuffer = NULL;
8038         rsurface.batchvertex3f_bufferoffset = 0;
8039         rsurface.batchsvector3f = NULL;
8040         rsurface.batchsvector3f_vertexbuffer = NULL;
8041         rsurface.batchsvector3f_bufferoffset = 0;
8042         rsurface.batchtvector3f = NULL;
8043         rsurface.batchtvector3f_vertexbuffer = NULL;
8044         rsurface.batchtvector3f_bufferoffset = 0;
8045         rsurface.batchnormal3f  = NULL;
8046         rsurface.batchnormal3f_vertexbuffer = NULL;
8047         rsurface.batchnormal3f_bufferoffset = 0;
8048         rsurface.batchlightmapcolor4f = NULL;
8049         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8050         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8051         rsurface.batchtexcoordtexture2f = NULL;
8052         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8053         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8054         rsurface.batchtexcoordlightmap2f = NULL;
8055         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8056         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8057         rsurface.batchvertexmesh = NULL;
8058         rsurface.batchvertexmeshbuffer = NULL;
8059         rsurface.batchvertex3fbuffer = NULL;
8060         rsurface.batchelement3i = NULL;
8061         rsurface.batchelement3i_indexbuffer = NULL;
8062         rsurface.batchelement3i_bufferoffset = 0;
8063         rsurface.batchelement3s = NULL;
8064         rsurface.batchelement3s_indexbuffer = NULL;
8065         rsurface.batchelement3s_bufferoffset = 0;
8066         rsurface.passcolor4f = NULL;
8067         rsurface.passcolor4f_vertexbuffer = NULL;
8068         rsurface.passcolor4f_bufferoffset = 0;
8069
8070         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8071         {
8072                 if ((wantnormals || wanttangents) && !normal3f)
8073                 {
8074                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8075                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8076                 }
8077                 if (wanttangents && !svector3f)
8078                 {
8079                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8080                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8081                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8082                 }
8083         }
8084 }
8085
8086 float RSurf_FogPoint(const float *v)
8087 {
8088         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8089         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8090         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8091         float FogHeightFade = r_refdef.fogheightfade;
8092         float fogfrac;
8093         unsigned int fogmasktableindex;
8094         if (r_refdef.fogplaneviewabove)
8095                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8096         else
8097                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8098         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8099         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8100 }
8101
8102 float RSurf_FogVertex(const float *v)
8103 {
8104         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8105         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8106         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8107         float FogHeightFade = rsurface.fogheightfade;
8108         float fogfrac;
8109         unsigned int fogmasktableindex;
8110         if (r_refdef.fogplaneviewabove)
8111                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8112         else
8113                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8114         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8115         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8116 }
8117
8118 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8119 {
8120         int i;
8121         for (i = 0;i < numelements;i++)
8122                 outelement3i[i] = inelement3i[i] + adjust;
8123 }
8124
8125 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8126 extern cvar_t gl_vbo;
8127 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8128 {
8129         int deformindex;
8130         int firsttriangle;
8131         int numtriangles;
8132         int firstvertex;
8133         int endvertex;
8134         int numvertices;
8135         int surfacefirsttriangle;
8136         int surfacenumtriangles;
8137         int surfacefirstvertex;
8138         int surfaceendvertex;
8139         int surfacenumvertices;
8140         int batchnumvertices;
8141         int batchnumtriangles;
8142         int needsupdate;
8143         int i, j;
8144         qboolean gaps;
8145         qboolean dynamicvertex;
8146         float amplitude;
8147         float animpos;
8148         float scale;
8149         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8150         float waveparms[4];
8151         q3shaderinfo_deform_t *deform;
8152         const msurface_t *surface, *firstsurface;
8153         r_vertexmesh_t *vertexmesh;
8154         if (!texturenumsurfaces)
8155                 return;
8156         // find vertex range of this surface batch
8157         gaps = false;
8158         firstsurface = texturesurfacelist[0];
8159         firsttriangle = firstsurface->num_firsttriangle;
8160         batchnumvertices = 0;
8161         batchnumtriangles = 0;
8162         firstvertex = endvertex = firstsurface->num_firstvertex;
8163         for (i = 0;i < texturenumsurfaces;i++)
8164         {
8165                 surface = texturesurfacelist[i];
8166                 if (surface != firstsurface + i)
8167                         gaps = true;
8168                 surfacefirstvertex = surface->num_firstvertex;
8169                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8170                 surfacenumvertices = surface->num_vertices;
8171                 surfacenumtriangles = surface->num_triangles;
8172                 if (firstvertex > surfacefirstvertex)
8173                         firstvertex = surfacefirstvertex;
8174                 if (endvertex < surfaceendvertex)
8175                         endvertex = surfaceendvertex;
8176                 batchnumvertices += surfacenumvertices;
8177                 batchnumtriangles += surfacenumtriangles;
8178         }
8179
8180         // we now know the vertex range used, and if there are any gaps in it
8181         rsurface.batchfirstvertex = firstvertex;
8182         rsurface.batchnumvertices = endvertex - firstvertex;
8183         rsurface.batchfirsttriangle = firsttriangle;
8184         rsurface.batchnumtriangles = batchnumtriangles;
8185
8186         // this variable holds flags for which properties have been updated that
8187         // may require regenerating vertexmesh array...
8188         needsupdate = 0;
8189
8190         // check if any dynamic vertex processing must occur
8191         dynamicvertex = false;
8192
8193         // if there is a chance of animated vertex colors, it's a dynamic batch
8194         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8195         {
8196                 dynamicvertex = true;
8197                 batchneed |= BATCHNEED_NOGAPS;
8198                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8199         }
8200
8201         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
8202         {
8203                 switch (deform->deform)
8204                 {
8205                 default:
8206                 case Q3DEFORM_PROJECTIONSHADOW:
8207                 case Q3DEFORM_TEXT0:
8208                 case Q3DEFORM_TEXT1:
8209                 case Q3DEFORM_TEXT2:
8210                 case Q3DEFORM_TEXT3:
8211                 case Q3DEFORM_TEXT4:
8212                 case Q3DEFORM_TEXT5:
8213                 case Q3DEFORM_TEXT6:
8214                 case Q3DEFORM_TEXT7:
8215                 case Q3DEFORM_NONE:
8216                         break;
8217                 case Q3DEFORM_AUTOSPRITE:
8218                         dynamicvertex = true;
8219                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8220                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8221                         break;
8222                 case Q3DEFORM_AUTOSPRITE2:
8223                         dynamicvertex = true;
8224                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8225                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8226                         break;
8227                 case Q3DEFORM_NORMAL:
8228                         dynamicvertex = true;
8229                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8230                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8231                         break;
8232                 case Q3DEFORM_WAVE:
8233                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8234                                 break; // if wavefunc is a nop, ignore this transform
8235                         dynamicvertex = true;
8236                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8237                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8238                         break;
8239                 case Q3DEFORM_BULGE:
8240                         dynamicvertex = true;
8241                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8242                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8243                         break;
8244                 case Q3DEFORM_MOVE:
8245                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8246                                 break; // if wavefunc is a nop, ignore this transform
8247                         dynamicvertex = true;
8248                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8249                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8250                         break;
8251                 }
8252         }
8253         switch(rsurface.texture->tcgen.tcgen)
8254         {
8255         default:
8256         case Q3TCGEN_TEXTURE:
8257                 break;
8258         case Q3TCGEN_LIGHTMAP:
8259                 dynamicvertex = true;
8260                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8261                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8262                 break;
8263         case Q3TCGEN_VECTOR:
8264                 dynamicvertex = true;
8265                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8266                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8267                 break;
8268         case Q3TCGEN_ENVIRONMENT:
8269                 dynamicvertex = true;
8270                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8271                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8272                 break;
8273         }
8274         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8275         {
8276                 dynamicvertex = true;
8277                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8278                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8279         }
8280
8281         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8282         {
8283                 dynamicvertex = true;
8284                 batchneed |= BATCHNEED_NOGAPS;
8285                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8286         }
8287
8288         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8289         {
8290                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8291                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8292                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8293                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8294                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8295                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8296                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8297         }
8298
8299         // when the model data has no vertex buffer (dynamic mesh), we need to
8300         // eliminate gaps
8301         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8302                 batchneed |= BATCHNEED_NOGAPS;
8303
8304         // if needsupdate, we have to do a dynamic vertex batch for sure
8305         if (needsupdate & batchneed)
8306                 dynamicvertex = true;
8307
8308         // see if we need to build vertexmesh from arrays
8309         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8310                 dynamicvertex = true;
8311
8312         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8313         // also some drivers strongly dislike firstvertex
8314         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8315                 dynamicvertex = true;
8316
8317         rsurface.batchvertex3f = rsurface.modelvertex3f;
8318         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8319         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8320         rsurface.batchsvector3f = rsurface.modelsvector3f;
8321         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8322         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8323         rsurface.batchtvector3f = rsurface.modeltvector3f;
8324         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8325         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8326         rsurface.batchnormal3f = rsurface.modelnormal3f;
8327         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8328         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8329         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8330         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8331         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8332         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8333         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8334         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8335         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8336         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8337         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8338         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8339         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8340         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8341         rsurface.batchelement3i = rsurface.modelelement3i;
8342         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8343         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8344         rsurface.batchelement3s = rsurface.modelelement3s;
8345         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8346         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8347
8348         // if any dynamic vertex processing has to occur in software, we copy the
8349         // entire surface list together before processing to rebase the vertices
8350         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8351         //
8352         // if any gaps exist and we do not have a static vertex buffer, we have to
8353         // copy the surface list together to avoid wasting upload bandwidth on the
8354         // vertices in the gaps.
8355         //
8356         // if gaps exist and we have a static vertex buffer, we still have to
8357         // combine the index buffer ranges into one dynamic index buffer.
8358         //
8359         // in all cases we end up with data that can be drawn in one call.
8360
8361         if (!dynamicvertex)
8362         {
8363                 // static vertex data, just set pointers...
8364                 rsurface.batchgeneratedvertex = false;
8365                 // if there are gaps, we want to build a combined index buffer,
8366                 // otherwise use the original static buffer with an appropriate offset
8367                 if (gaps)
8368                 {
8369                         // build a new triangle elements array for this batch
8370                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8371                         rsurface.batchfirsttriangle = 0;
8372                         numtriangles = 0;
8373                         for (i = 0;i < texturenumsurfaces;i++)
8374                         {
8375                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8376                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8377                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8378                                 numtriangles += surfacenumtriangles;
8379                         }
8380                         rsurface.batchelement3i_indexbuffer = NULL;
8381                         rsurface.batchelement3i_bufferoffset = 0;
8382                         rsurface.batchelement3s = NULL;
8383                         rsurface.batchelement3s_indexbuffer = NULL;
8384                         rsurface.batchelement3s_bufferoffset = 0;
8385                         if (endvertex <= 65536)
8386                         {
8387                                 // make a 16bit (unsigned short) index array if possible
8388                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8389                                 for (i = 0;i < numtriangles*3;i++)
8390                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8391                         }
8392                 }
8393                 return;
8394         }
8395
8396         // something needs software processing, do it for real...
8397         // we only directly handle separate array data in this case and then
8398         // generate interleaved data if needed...
8399         rsurface.batchgeneratedvertex = true;
8400
8401         // now copy the vertex data into a combined array and make an index array
8402         // (this is what Quake3 does all the time)
8403         //if (gaps || rsurface.batchfirstvertex)
8404         {
8405                 rsurface.batchvertex3fbuffer = NULL;
8406                 rsurface.batchvertexmesh = NULL;
8407                 rsurface.batchvertexmeshbuffer = NULL;
8408                 rsurface.batchvertex3f = NULL;
8409                 rsurface.batchvertex3f_vertexbuffer = NULL;
8410                 rsurface.batchvertex3f_bufferoffset = 0;
8411                 rsurface.batchsvector3f = NULL;
8412                 rsurface.batchsvector3f_vertexbuffer = NULL;
8413                 rsurface.batchsvector3f_bufferoffset = 0;
8414                 rsurface.batchtvector3f = NULL;
8415                 rsurface.batchtvector3f_vertexbuffer = NULL;
8416                 rsurface.batchtvector3f_bufferoffset = 0;
8417                 rsurface.batchnormal3f = NULL;
8418                 rsurface.batchnormal3f_vertexbuffer = NULL;
8419                 rsurface.batchnormal3f_bufferoffset = 0;
8420                 rsurface.batchlightmapcolor4f = NULL;
8421                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8422                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8423                 rsurface.batchtexcoordtexture2f = NULL;
8424                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8425                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8426                 rsurface.batchtexcoordlightmap2f = NULL;
8427                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8428                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8429                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8430                 rsurface.batchelement3i_indexbuffer = NULL;
8431                 rsurface.batchelement3i_bufferoffset = 0;
8432                 rsurface.batchelement3s = NULL;
8433                 rsurface.batchelement3s_indexbuffer = NULL;
8434                 rsurface.batchelement3s_bufferoffset = 0;
8435                 // we'll only be setting up certain arrays as needed
8436                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8437                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8438                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8439                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8440                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8441                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8442                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8443                 {
8444                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8445                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8446                 }
8447                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8448                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8449                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8450                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8451                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8452                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8453                 numvertices = 0;
8454                 numtriangles = 0;
8455                 for (i = 0;i < texturenumsurfaces;i++)
8456                 {
8457                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8458                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8459                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8460                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8461                         // copy only the data requested
8462                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8463                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8464                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8465                         {
8466                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8467                                         memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8468                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
8469                                         memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8470                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
8471                                 {
8472                                         memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8473                                         memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8474                                 }
8475                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
8476                                         memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8477                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
8478                                         memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8479                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
8480                                         memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8481                         }
8482                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8483                         numvertices += surfacenumvertices;
8484                         numtriangles += surfacenumtriangles;
8485                 }
8486
8487                 // generate a 16bit index array as well if possible
8488                 // (in general, dynamic batches fit)
8489                 if (numvertices <= 65536)
8490                 {
8491                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8492                         for (i = 0;i < numtriangles*3;i++)
8493                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8494                 }
8495
8496                 // since we've copied everything, the batch now starts at 0
8497                 rsurface.batchfirstvertex = 0;
8498                 rsurface.batchnumvertices = batchnumvertices;
8499                 rsurface.batchfirsttriangle = 0;
8500                 rsurface.batchnumtriangles = batchnumtriangles;
8501         }
8502
8503         // q1bsp surfaces rendered in vertex color mode have to have colors
8504         // calculated based on lightstyles
8505         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8506         {
8507                 // generate color arrays for the surfaces in this list
8508                 int c[4];
8509                 int scale;
8510                 int size3;
8511                 const int *offsets;
8512                 const unsigned char *lm;
8513                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8514                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8515                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8516                 numvertices = 0;
8517                 for (i = 0;i < texturenumsurfaces;i++)
8518                 {
8519                         surface = texturesurfacelist[i];
8520                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8521                         surfacenumvertices = surface->num_vertices;
8522                         if (surface->lightmapinfo->samples)
8523                         {
8524                                 for (j = 0;j < surfacenumvertices;j++)
8525                                 {
8526                                         lm = surface->lightmapinfo->samples + offsets[j];
8527                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8528                                         VectorScale(lm, scale, c);
8529                                         if (surface->lightmapinfo->styles[1] != 255)
8530                                         {
8531                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8532                                                 lm += size3;
8533                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8534                                                 VectorMA(c, scale, lm, c);
8535                                                 if (surface->lightmapinfo->styles[2] != 255)
8536                                                 {
8537                                                         lm += size3;
8538                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8539                                                         VectorMA(c, scale, lm, c);
8540                                                         if (surface->lightmapinfo->styles[3] != 255)
8541                                                         {
8542                                                                 lm += size3;
8543                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8544                                                                 VectorMA(c, scale, lm, c);
8545                                                         }
8546                                                 }
8547                                         }
8548                                         c[0] >>= 7;
8549                                         c[1] >>= 7;
8550                                         c[2] >>= 7;
8551                                         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);
8552                                         numvertices++;
8553                                 }
8554                         }
8555                         else
8556                         {
8557                                 for (j = 0;j < surfacenumvertices;j++)
8558                                 {
8559                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8560                                         numvertices++;
8561                                 }
8562                         }
8563                 }
8564         }
8565
8566         // if vertices are deformed (sprite flares and things in maps, possibly
8567         // water waves, bulges and other deformations), modify the copied vertices
8568         // in place
8569         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
8570         {
8571                 switch (deform->deform)
8572                 {
8573                 default:
8574                 case Q3DEFORM_PROJECTIONSHADOW:
8575                 case Q3DEFORM_TEXT0:
8576                 case Q3DEFORM_TEXT1:
8577                 case Q3DEFORM_TEXT2:
8578                 case Q3DEFORM_TEXT3:
8579                 case Q3DEFORM_TEXT4:
8580                 case Q3DEFORM_TEXT5:
8581                 case Q3DEFORM_TEXT6:
8582                 case Q3DEFORM_TEXT7:
8583                 case Q3DEFORM_NONE:
8584                         break;
8585                 case Q3DEFORM_AUTOSPRITE:
8586                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8587                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8588                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8589                         VectorNormalize(newforward);
8590                         VectorNormalize(newright);
8591                         VectorNormalize(newup);
8592 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8593 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8594 //                      rsurface.batchvertex3f_bufferoffset = 0;
8595 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8596 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8597 //                      rsurface.batchsvector3f_bufferoffset = 0;
8598 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8599 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8600 //                      rsurface.batchtvector3f_bufferoffset = 0;
8601 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8602 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8603 //                      rsurface.batchnormal3f_bufferoffset = 0;
8604                         // a single autosprite surface can contain multiple sprites...
8605                         for (j = 0;j < batchnumvertices - 3;j += 4)
8606                         {
8607                                 VectorClear(center);
8608                                 for (i = 0;i < 4;i++)
8609                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8610                                 VectorScale(center, 0.25f, center);
8611                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8612                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8613                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8614                                 for (i = 0;i < 4;i++)
8615                                 {
8616                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8617                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8618                                 }
8619                         }
8620                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8621                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8622                         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);
8623                         break;
8624                 case Q3DEFORM_AUTOSPRITE2:
8625                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8626                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8627                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8628                         VectorNormalize(newforward);
8629                         VectorNormalize(newright);
8630                         VectorNormalize(newup);
8631 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8632 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8633 //                      rsurface.batchvertex3f_bufferoffset = 0;
8634                         {
8635                                 const float *v1, *v2;
8636                                 vec3_t start, end;
8637                                 float f, l;
8638                                 struct
8639                                 {
8640                                         float length2;
8641                                         const float *v1;
8642                                         const float *v2;
8643                                 }
8644                                 shortest[2];
8645                                 memset(shortest, 0, sizeof(shortest));
8646                                 // a single autosprite surface can contain multiple sprites...
8647                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8648                                 {
8649                                         VectorClear(center);
8650                                         for (i = 0;i < 4;i++)
8651                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8652                                         VectorScale(center, 0.25f, center);
8653                                         // find the two shortest edges, then use them to define the
8654                                         // axis vectors for rotating around the central axis
8655                                         for (i = 0;i < 6;i++)
8656                                         {
8657                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8658                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8659                                                 l = VectorDistance2(v1, v2);
8660                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8661                                                 if (v1[2] != v2[2])
8662                                                         l += (1.0f / 1024.0f);
8663                                                 if (shortest[0].length2 > l || i == 0)
8664                                                 {
8665                                                         shortest[1] = shortest[0];
8666                                                         shortest[0].length2 = l;
8667                                                         shortest[0].v1 = v1;
8668                                                         shortest[0].v2 = v2;
8669                                                 }
8670                                                 else if (shortest[1].length2 > l || i == 1)
8671                                                 {
8672                                                         shortest[1].length2 = l;
8673                                                         shortest[1].v1 = v1;
8674                                                         shortest[1].v2 = v2;
8675                                                 }
8676                                         }
8677                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8678                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8679                                         // this calculates the right vector from the shortest edge
8680                                         // and the up vector from the edge midpoints
8681                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8682                                         VectorNormalize(right);
8683                                         VectorSubtract(end, start, up);
8684                                         VectorNormalize(up);
8685                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8686                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8687                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8688                                         VectorNegate(forward, forward);
8689                                         VectorReflect(forward, 0, up, forward);
8690                                         VectorNormalize(forward);
8691                                         CrossProduct(up, forward, newright);
8692                                         VectorNormalize(newright);
8693                                         // rotate the quad around the up axis vector, this is made
8694                                         // especially easy by the fact we know the quad is flat,
8695                                         // so we only have to subtract the center position and
8696                                         // measure distance along the right vector, and then
8697                                         // multiply that by the newright vector and add back the
8698                                         // center position
8699                                         // we also need to subtract the old position to undo the
8700                                         // displacement from the center, which we do with a
8701                                         // DotProduct, the subtraction/addition of center is also
8702                                         // optimized into DotProducts here
8703                                         l = DotProduct(right, center);
8704                                         for (i = 0;i < 4;i++)
8705                                         {
8706                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8707                                                 f = DotProduct(right, v1) - l;
8708                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8709                                         }
8710                                 }
8711                         }
8712                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8713                         {
8714 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8715 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8716 //                              rsurface.batchnormal3f_bufferoffset = 0;
8717                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8718                         }
8719                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8720                         {
8721 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8722 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8723 //                              rsurface.batchsvector3f_bufferoffset = 0;
8724 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8725 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8726 //                              rsurface.batchtvector3f_bufferoffset = 0;
8727                                 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);
8728                         }
8729                         break;
8730                 case Q3DEFORM_NORMAL:
8731                         // deform the normals to make reflections wavey
8732                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8733                         rsurface.batchnormal3f_vertexbuffer = NULL;
8734                         rsurface.batchnormal3f_bufferoffset = 0;
8735                         for (j = 0;j < batchnumvertices;j++)
8736                         {
8737                                 float vertex[3];
8738                                 float *normal = rsurface.batchnormal3f + 3*j;
8739                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8740                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8741                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8742                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8743                                 VectorNormalize(normal);
8744                         }
8745                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8746                         {
8747 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8748 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8749 //                              rsurface.batchsvector3f_bufferoffset = 0;
8750 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8751 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8752 //                              rsurface.batchtvector3f_bufferoffset = 0;
8753                                 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);
8754                         }
8755                         break;
8756                 case Q3DEFORM_WAVE:
8757                         // deform vertex array to make wavey water and flags and such
8758                         waveparms[0] = deform->waveparms[0];
8759                         waveparms[1] = deform->waveparms[1];
8760                         waveparms[2] = deform->waveparms[2];
8761                         waveparms[3] = deform->waveparms[3];
8762                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8763                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8764                         // this is how a divisor of vertex influence on deformation
8765                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8766                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8767 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8768 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8769 //                      rsurface.batchvertex3f_bufferoffset = 0;
8770 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8771 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8772 //                      rsurface.batchnormal3f_bufferoffset = 0;
8773                         for (j = 0;j < batchnumvertices;j++)
8774                         {
8775                                 // if the wavefunc depends on time, evaluate it per-vertex
8776                                 if (waveparms[3])
8777                                 {
8778                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8779                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8780                                 }
8781                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8782                         }
8783                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8784                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8785                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8786                         {
8787 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8788 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8789 //                              rsurface.batchsvector3f_bufferoffset = 0;
8790 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8791 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8792 //                              rsurface.batchtvector3f_bufferoffset = 0;
8793                                 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);
8794                         }
8795                         break;
8796                 case Q3DEFORM_BULGE:
8797                         // deform vertex array to make the surface have moving bulges
8798 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8799 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8800 //                      rsurface.batchvertex3f_bufferoffset = 0;
8801 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8802 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8803 //                      rsurface.batchnormal3f_bufferoffset = 0;
8804                         for (j = 0;j < batchnumvertices;j++)
8805                         {
8806                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
8807                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8808                         }
8809                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8810                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8811                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8812                         {
8813 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8814 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8815 //                              rsurface.batchsvector3f_bufferoffset = 0;
8816 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8817 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8818 //                              rsurface.batchtvector3f_bufferoffset = 0;
8819                                 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);
8820                         }
8821                         break;
8822                 case Q3DEFORM_MOVE:
8823                         // deform vertex array
8824                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8825                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8826                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8827                         VectorScale(deform->parms, scale, waveparms);
8828 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8829 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8830 //                      rsurface.batchvertex3f_bufferoffset = 0;
8831                         for (j = 0;j < batchnumvertices;j++)
8832                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8833                         break;
8834                 }
8835         }
8836
8837         // generate texcoords based on the chosen texcoord source
8838         switch(rsurface.texture->tcgen.tcgen)
8839         {
8840         default:
8841         case Q3TCGEN_TEXTURE:
8842                 break;
8843         case Q3TCGEN_LIGHTMAP:
8844 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8845 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8846 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8847                 if (rsurface.batchtexcoordlightmap2f)
8848                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
8849                 break;
8850         case Q3TCGEN_VECTOR:
8851 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8852 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8853 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8854                 for (j = 0;j < batchnumvertices;j++)
8855                 {
8856                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
8857                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
8858                 }
8859                 break;
8860         case Q3TCGEN_ENVIRONMENT:
8861                 // make environment reflections using a spheremap
8862                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8863                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8864                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8865                 for (j = 0;j < batchnumvertices;j++)
8866                 {
8867                         // identical to Q3A's method, but executed in worldspace so
8868                         // carried models can be shiny too
8869
8870                         float viewer[3], d, reflected[3], worldreflected[3];
8871
8872                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8873                         // VectorNormalize(viewer);
8874
8875                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8876
8877                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8878                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8879                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8880                         // note: this is proportinal to viewer, so we can normalize later
8881
8882                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8883                         VectorNormalize(worldreflected);
8884
8885                         // note: this sphere map only uses world x and z!
8886                         // so positive and negative y will LOOK THE SAME.
8887                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8888                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8889                 }
8890                 break;
8891         }
8892         // the only tcmod that needs software vertex processing is turbulent, so
8893         // check for it here and apply the changes if needed
8894         // and we only support that as the first one
8895         // (handling a mixture of turbulent and other tcmods would be problematic
8896         //  without punting it entirely to a software path)
8897         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8898         {
8899                 amplitude = rsurface.texture->tcmods[0].parms[1];
8900                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
8901 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8902 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8903 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8904                 for (j = 0;j < batchnumvertices;j++)
8905                 {
8906                         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);
8907                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8908                 }
8909         }
8910
8911         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8912         {
8913                 // convert the modified arrays to vertex structs
8914 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8915 //              rsurface.batchvertexmeshbuffer = NULL;
8916                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
8917                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8918                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
8919                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
8920                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8921                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
8922                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
8923                 {
8924                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8925                         {
8926                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
8927                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
8928                         }
8929                 }
8930                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
8931                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8932                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
8933                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
8934                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8935                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
8936                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
8937                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8938                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
8939         }
8940 }
8941
8942 void RSurf_DrawBatch(void)
8943 {
8944         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8945         // through the pipeline, killing it earlier in the pipeline would have
8946         // per-surface overhead rather than per-batch overhead, so it's best to
8947         // reject it here, before it hits glDraw.
8948         if (rsurface.batchnumtriangles == 0)
8949                 return;
8950 #if 0
8951         // batch debugging code
8952         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8953         {
8954                 int i;
8955                 int j;
8956                 int c;
8957                 const int *e;
8958                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8959                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8960                 {
8961                         c = e[i];
8962                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8963                         {
8964                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8965                                 {
8966                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8967                                                 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);
8968                                         break;
8969                                 }
8970                         }
8971                 }
8972         }
8973 #endif
8974         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);
8975 }
8976
8977 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8978 {
8979         // pick the closest matching water plane
8980         int planeindex, vertexindex, bestplaneindex = -1;
8981         float d, bestd;
8982         vec3_t vert;
8983         const float *v;
8984         r_waterstate_waterplane_t *p;
8985         qboolean prepared = false;
8986         bestd = 0;
8987         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8988         {
8989                 if(p->camera_entity != rsurface.texture->camera_entity)
8990                         continue;
8991                 d = 0;
8992                 if(!prepared)
8993                 {
8994                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
8995                         prepared = true;
8996                         if(rsurface.batchnumvertices == 0)
8997                                 break;
8998                 }
8999                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9000                 {
9001                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9002                         d += fabs(PlaneDiff(vert, &p->plane));
9003                 }
9004                 if (bestd > d || bestplaneindex < 0)
9005                 {
9006                         bestd = d;
9007                         bestplaneindex = planeindex;
9008                 }
9009         }
9010         return bestplaneindex;
9011         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9012         // this situation though, as it might be better to render single larger
9013         // batches with useless stuff (backface culled for example) than to
9014         // render multiple smaller batches
9015 }
9016
9017 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9018 {
9019         int i;
9020         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9021         rsurface.passcolor4f_vertexbuffer = 0;
9022         rsurface.passcolor4f_bufferoffset = 0;
9023         for (i = 0;i < rsurface.batchnumvertices;i++)
9024                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9025 }
9026
9027 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9028 {
9029         int i;
9030         float f;
9031         const float *v;
9032         const float *c;
9033         float *c2;
9034         if (rsurface.passcolor4f)
9035         {
9036                 // generate color arrays
9037                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9038                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9039                 rsurface.passcolor4f_vertexbuffer = 0;
9040                 rsurface.passcolor4f_bufferoffset = 0;
9041                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9042                 {
9043                         f = RSurf_FogVertex(v);
9044                         c2[0] = c[0] * f;
9045                         c2[1] = c[1] * f;
9046                         c2[2] = c[2] * f;
9047                         c2[3] = c[3];
9048                 }
9049         }
9050         else
9051         {
9052                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9053                 rsurface.passcolor4f_vertexbuffer = 0;
9054                 rsurface.passcolor4f_bufferoffset = 0;
9055                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9056                 {
9057                         f = RSurf_FogVertex(v);
9058                         c2[0] = f;
9059                         c2[1] = f;
9060                         c2[2] = f;
9061                         c2[3] = 1;
9062                 }
9063         }
9064 }
9065
9066 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9067 {
9068         int i;
9069         float f;
9070         const float *v;
9071         const float *c;
9072         float *c2;
9073         if (!rsurface.passcolor4f)
9074                 return;
9075         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9076         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9077         rsurface.passcolor4f_vertexbuffer = 0;
9078         rsurface.passcolor4f_bufferoffset = 0;
9079         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9080         {
9081                 f = RSurf_FogVertex(v);
9082                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9083                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9084                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9085                 c2[3] = c[3];
9086         }
9087 }
9088
9089 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9090 {
9091         int i;
9092         const float *c;
9093         float *c2;
9094         if (!rsurface.passcolor4f)
9095                 return;
9096         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9097         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9098         rsurface.passcolor4f_vertexbuffer = 0;
9099         rsurface.passcolor4f_bufferoffset = 0;
9100         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9101         {
9102                 c2[0] = c[0] * r;
9103                 c2[1] = c[1] * g;
9104                 c2[2] = c[2] * b;
9105                 c2[3] = c[3] * a;
9106         }
9107 }
9108
9109 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9110 {
9111         int i;
9112         const float *c;
9113         float *c2;
9114         if (!rsurface.passcolor4f)
9115                 return;
9116         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9117         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9118         rsurface.passcolor4f_vertexbuffer = 0;
9119         rsurface.passcolor4f_bufferoffset = 0;
9120         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9121         {
9122                 c2[0] = c[0] + r_refdef.scene.ambient;
9123                 c2[1] = c[1] + r_refdef.scene.ambient;
9124                 c2[2] = c[2] + r_refdef.scene.ambient;
9125                 c2[3] = c[3];
9126         }
9127 }
9128
9129 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9130 {
9131         // TODO: optimize
9132         rsurface.passcolor4f = NULL;
9133         rsurface.passcolor4f_vertexbuffer = 0;
9134         rsurface.passcolor4f_bufferoffset = 0;
9135         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9136         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9137         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9138         GL_Color(r, g, b, a);
9139         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9140         RSurf_DrawBatch();
9141 }
9142
9143 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9144 {
9145         // TODO: optimize applyfog && applycolor case
9146         // just apply fog if necessary, and tint the fog color array if necessary
9147         rsurface.passcolor4f = NULL;
9148         rsurface.passcolor4f_vertexbuffer = 0;
9149         rsurface.passcolor4f_bufferoffset = 0;
9150         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9151         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9152         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9153         GL_Color(r, g, b, a);
9154         RSurf_DrawBatch();
9155 }
9156
9157 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9158 {
9159         // TODO: optimize
9160         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9161         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9162         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9163         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9164         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9165         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9166         GL_Color(r, g, b, a);
9167         RSurf_DrawBatch();
9168 }
9169
9170 static void RSurf_DrawBatch_GL11_ClampColor(void)
9171 {
9172         int i;
9173         const float *c1;
9174         float *c2;
9175         if (!rsurface.passcolor4f)
9176                 return;
9177         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9178         {
9179                 c2[0] = bound(0.0f, c1[0], 1.0f);
9180                 c2[1] = bound(0.0f, c1[1], 1.0f);
9181                 c2[2] = bound(0.0f, c1[2], 1.0f);
9182                 c2[3] = bound(0.0f, c1[3], 1.0f);
9183         }
9184 }
9185
9186 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9187 {
9188         int i;
9189         float f;
9190         const float *v;
9191         const float *n;
9192         float *c;
9193         //vec3_t eyedir;
9194
9195         // fake shading
9196         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9197         rsurface.passcolor4f_vertexbuffer = 0;
9198         rsurface.passcolor4f_bufferoffset = 0;
9199         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9200         {
9201                 f = -DotProduct(r_refdef.view.forward, n);
9202                 f = max(0, f);
9203                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9204                 f *= r_refdef.lightmapintensity;
9205                 Vector4Set(c, f, f, f, 1);
9206         }
9207 }
9208
9209 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9210 {
9211         RSurf_DrawBatch_GL11_ApplyFakeLight();
9212         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9213         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9214         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9215         GL_Color(r, g, b, a);
9216         RSurf_DrawBatch();
9217 }
9218
9219 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9220 {
9221         int i;
9222         float f;
9223         float alpha;
9224         const float *v;
9225         const float *n;
9226         float *c;
9227         vec3_t ambientcolor;
9228         vec3_t diffusecolor;
9229         vec3_t lightdir;
9230         // TODO: optimize
9231         // model lighting
9232         VectorCopy(rsurface.modellight_lightdir, lightdir);
9233         f = 0.5f * r_refdef.lightmapintensity;
9234         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9235         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9236         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9237         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9238         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9239         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9240         alpha = *a;
9241         if (VectorLength2(diffusecolor) > 0)
9242         {
9243                 // q3-style directional shading
9244                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9245                 rsurface.passcolor4f_vertexbuffer = 0;
9246                 rsurface.passcolor4f_bufferoffset = 0;
9247                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9248                 {
9249                         if ((f = DotProduct(n, lightdir)) > 0)
9250                                 VectorMA(ambientcolor, f, diffusecolor, c);
9251                         else
9252                                 VectorCopy(ambientcolor, c);
9253                         c[3] = alpha;
9254                 }
9255                 *r = 1;
9256                 *g = 1;
9257                 *b = 1;
9258                 *a = 1;
9259                 *applycolor = false;
9260         }
9261         else
9262         {
9263                 *r = ambientcolor[0];
9264                 *g = ambientcolor[1];
9265                 *b = ambientcolor[2];
9266                 rsurface.passcolor4f = NULL;
9267                 rsurface.passcolor4f_vertexbuffer = 0;
9268                 rsurface.passcolor4f_bufferoffset = 0;
9269         }
9270 }
9271
9272 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9273 {
9274         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9275         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9276         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9277         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9278         GL_Color(r, g, b, a);
9279         RSurf_DrawBatch();
9280 }
9281
9282 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9283 {
9284         int i;
9285         float f;
9286         const float *v;
9287         float *c;
9288
9289         // fake shading
9290         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9291         rsurface.passcolor4f_vertexbuffer = 0;
9292         rsurface.passcolor4f_bufferoffset = 0;
9293
9294         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9295         {
9296                 f = 1 - RSurf_FogVertex(v);
9297                 c[0] = r;
9298                 c[1] = g;
9299                 c[2] = b;
9300                 c[3] = f * a;
9301         }
9302 }
9303
9304 void RSurf_SetupDepthAndCulling(void)
9305 {
9306         // submodels are biased to avoid z-fighting with world surfaces that they
9307         // may be exactly overlapping (avoids z-fighting artifacts on certain
9308         // doors and things in Quake maps)
9309         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9310         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9311         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9312         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9313 }
9314
9315 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9316 {
9317         // transparent sky would be ridiculous
9318         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9319                 return;
9320         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9321         skyrenderlater = true;
9322         RSurf_SetupDepthAndCulling();
9323         GL_DepthMask(true);
9324         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9325         // skymasking on them, and Quake3 never did sky masking (unlike
9326         // software Quake and software Quake2), so disable the sky masking
9327         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9328         // and skymasking also looks very bad when noclipping outside the
9329         // level, so don't use it then either.
9330         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
9331         {
9332                 R_Mesh_ResetTextureState();
9333                 if (skyrendermasked)
9334                 {
9335                         R_SetupShader_DepthOrShadow();
9336                         // depth-only (masking)
9337                         GL_ColorMask(0,0,0,0);
9338                         // just to make sure that braindead drivers don't draw
9339                         // anything despite that colormask...
9340                         GL_BlendFunc(GL_ZERO, GL_ONE);
9341                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9342                         if (rsurface.batchvertex3fbuffer)
9343                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9344                         else
9345                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9346                 }
9347                 else
9348                 {
9349                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9350                         // fog sky
9351                         GL_BlendFunc(GL_ONE, GL_ZERO);
9352                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9353                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9354                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9355                 }
9356                 RSurf_DrawBatch();
9357                 if (skyrendermasked)
9358                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9359         }
9360         R_Mesh_ResetTextureState();
9361         GL_Color(1, 1, 1, 1);
9362 }
9363
9364 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9365 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9366 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9367 {
9368         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9369                 return;
9370         if (prepass)
9371         {
9372                 // render screenspace normalmap to texture
9373                 GL_DepthMask(true);
9374                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
9375                 RSurf_DrawBatch();
9376                 return;
9377         }
9378
9379         // bind lightmap texture
9380
9381         // water/refraction/reflection/camera surfaces have to be handled specially
9382         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9383         {
9384                 int start, end, startplaneindex;
9385                 for (start = 0;start < texturenumsurfaces;start = end)
9386                 {
9387                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9388                         if(startplaneindex < 0)
9389                         {
9390                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9391                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9392                                 end = start + 1;
9393                                 continue;
9394                         }
9395                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9396                                 ;
9397                         // now that we have a batch using the same planeindex, render it
9398                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9399                         {
9400                                 // render water or distortion background
9401                                 GL_DepthMask(true);
9402                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
9403                                 RSurf_DrawBatch();
9404                                 // blend surface on top
9405                                 GL_DepthMask(false);
9406                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
9407                                 RSurf_DrawBatch();
9408                         }
9409                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9410                         {
9411                                 // render surface with reflection texture as input
9412                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9413                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
9414                                 RSurf_DrawBatch();
9415                         }
9416                 }
9417                 return;
9418         }
9419
9420         // render surface batch normally
9421         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9422         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
9423         RSurf_DrawBatch();
9424 }
9425
9426 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9427 {
9428         // OpenGL 1.3 path - anything not completely ancient
9429         qboolean applycolor;
9430         qboolean applyfog;
9431         int layerindex;
9432         const texturelayer_t *layer;
9433         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9434         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9435
9436         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9437         {
9438                 vec4_t layercolor;
9439                 int layertexrgbscale;
9440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9441                 {
9442                         if (layerindex == 0)
9443                                 GL_AlphaTest(true);
9444                         else
9445                         {
9446                                 GL_AlphaTest(false);
9447                                 GL_DepthFunc(GL_EQUAL);
9448                         }
9449                 }
9450                 GL_DepthMask(layer->depthmask && writedepth);
9451                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9452                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9453                 {
9454                         layertexrgbscale = 4;
9455                         VectorScale(layer->color, 0.25f, layercolor);
9456                 }
9457                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9458                 {
9459                         layertexrgbscale = 2;
9460                         VectorScale(layer->color, 0.5f, layercolor);
9461                 }
9462                 else
9463                 {
9464                         layertexrgbscale = 1;
9465                         VectorScale(layer->color, 1.0f, layercolor);
9466                 }
9467                 layercolor[3] = layer->color[3];
9468                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9469                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9470                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9471                 switch (layer->type)
9472                 {
9473                 case TEXTURELAYERTYPE_LITTEXTURE:
9474                         // single-pass lightmapped texture with 2x rgbscale
9475                         R_Mesh_TexBind(0, r_texture_white);
9476                         R_Mesh_TexMatrix(0, NULL);
9477                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9478                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9479                         R_Mesh_TexBind(1, layer->texture);
9480                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9481                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9482                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9483                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9484                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9485                         else if (FAKELIGHT_ENABLED)
9486                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9487                         else if (rsurface.uselightmaptexture)
9488                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9489                         else
9490                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9491                         break;
9492                 case TEXTURELAYERTYPE_TEXTURE:
9493                         // singletexture unlit texture with transparency support
9494                         R_Mesh_TexBind(0, layer->texture);
9495                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9496                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9497                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9498                         R_Mesh_TexBind(1, 0);
9499                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9500                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9501                         break;
9502                 case TEXTURELAYERTYPE_FOG:
9503                         // singletexture fogging
9504                         if (layer->texture)
9505                         {
9506                                 R_Mesh_TexBind(0, layer->texture);
9507                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9508                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9509                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9510                         }
9511                         else
9512                         {
9513                                 R_Mesh_TexBind(0, 0);
9514                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9515                         }
9516                         R_Mesh_TexBind(1, 0);
9517                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9518                         // generate a color array for the fog pass
9519                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9520                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9521                         RSurf_DrawBatch();
9522                         break;
9523                 default:
9524                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9525                 }
9526         }
9527         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9528         {
9529                 GL_DepthFunc(GL_LEQUAL);
9530                 GL_AlphaTest(false);
9531         }
9532 }
9533
9534 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9535 {
9536         // OpenGL 1.1 - crusty old voodoo path
9537         qboolean applyfog;
9538         int layerindex;
9539         const texturelayer_t *layer;
9540         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9541         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9542
9543         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9544         {
9545                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9546                 {
9547                         if (layerindex == 0)
9548                                 GL_AlphaTest(true);
9549                         else
9550                         {
9551                                 GL_AlphaTest(false);
9552                                 GL_DepthFunc(GL_EQUAL);
9553                         }
9554                 }
9555                 GL_DepthMask(layer->depthmask && writedepth);
9556                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9557                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9558                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9559                 switch (layer->type)
9560                 {
9561                 case TEXTURELAYERTYPE_LITTEXTURE:
9562                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9563                         {
9564                                 // two-pass lit texture with 2x rgbscale
9565                                 // first the lightmap pass
9566                                 R_Mesh_TexBind(0, r_texture_white);
9567                                 R_Mesh_TexMatrix(0, NULL);
9568                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9569                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9570                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9571                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9572                                 else if (FAKELIGHT_ENABLED)
9573                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9574                                 else if (rsurface.uselightmaptexture)
9575                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9576                                 else
9577                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9578                                 // then apply the texture to it
9579                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9580                                 R_Mesh_TexBind(0, layer->texture);
9581                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9582                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9583                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9584                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9585                         }
9586                         else
9587                         {
9588                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9589                                 R_Mesh_TexBind(0, layer->texture);
9590                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9591                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9592                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9593                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9594                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9595                                 else
9596                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9597                         }
9598                         break;
9599                 case TEXTURELAYERTYPE_TEXTURE:
9600                         // singletexture unlit texture with transparency support
9601                         R_Mesh_TexBind(0, layer->texture);
9602                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9603                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9604                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9605                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9606                         break;
9607                 case TEXTURELAYERTYPE_FOG:
9608                         // singletexture fogging
9609                         if (layer->texture)
9610                         {
9611                                 R_Mesh_TexBind(0, layer->texture);
9612                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9613                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9614                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9615                         }
9616                         else
9617                         {
9618                                 R_Mesh_TexBind(0, 0);
9619                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9620                         }
9621                         // generate a color array for the fog pass
9622                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9623                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9624                         RSurf_DrawBatch();
9625                         break;
9626                 default:
9627                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9628                 }
9629         }
9630         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9631         {
9632                 GL_DepthFunc(GL_LEQUAL);
9633                 GL_AlphaTest(false);
9634         }
9635 }
9636
9637 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9638 {
9639         int vi;
9640         int j;
9641         r_vertexgeneric_t *batchvertex;
9642         float c[4];
9643
9644 //      R_Mesh_ResetTextureState();
9645         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9646
9647         if(rsurface.texture && rsurface.texture->currentskinframe)
9648         {
9649                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9650                 c[3] *= rsurface.texture->currentalpha;
9651         }
9652         else
9653         {
9654                 c[0] = 1;
9655                 c[1] = 0;
9656                 c[2] = 1;
9657                 c[3] = 1;
9658         }
9659
9660         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
9661         {
9662                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
9663                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
9664                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
9665         }
9666
9667         // brighten it up (as texture value 127 means "unlit")
9668         c[0] *= 2 * r_refdef.view.colorscale;
9669         c[1] *= 2 * r_refdef.view.colorscale;
9670         c[2] *= 2 * r_refdef.view.colorscale;
9671
9672         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9673                 c[3] *= r_wateralpha.value;
9674
9675         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9676         {
9677                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9678                 GL_DepthMask(false);
9679         }
9680         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
9681         {
9682                 GL_BlendFunc(GL_ONE, GL_ONE);
9683                 GL_DepthMask(false);
9684         }
9685         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9686         {
9687                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
9688                 GL_DepthMask(false);
9689         }
9690         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9691         {
9692                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
9693                 GL_DepthMask(false);
9694         }
9695         else
9696         {
9697                 GL_BlendFunc(GL_ONE, GL_ZERO);
9698                 GL_DepthMask(writedepth);
9699         }
9700
9701         if (r_showsurfaces.integer == 3)
9702         {
9703                 rsurface.passcolor4f = NULL;
9704
9705                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9706                 {
9707                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9708
9709                         rsurface.passcolor4f = NULL;
9710                         rsurface.passcolor4f_vertexbuffer = 0;
9711                         rsurface.passcolor4f_bufferoffset = 0;
9712                 }
9713                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9714                 {
9715                         qboolean applycolor = true;
9716                         float one = 1.0;
9717
9718                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9719
9720                         r_refdef.lightmapintensity = 1;
9721                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
9722                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
9723                 }
9724                 else if (FAKELIGHT_ENABLED)
9725                 {
9726                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9727
9728                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
9729                         RSurf_DrawBatch_GL11_ApplyFakeLight();
9730                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
9731                 }
9732                 else
9733                 {
9734                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9735
9736                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9737                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9738                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9739                 }
9740
9741                 if(!rsurface.passcolor4f)
9742                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
9743
9744                 RSurf_DrawBatch_GL11_ApplyAmbient();
9745                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
9746                 if(r_refdef.fogenabled)
9747                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
9748                 RSurf_DrawBatch_GL11_ClampColor();
9749
9750                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
9751                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9752                 RSurf_DrawBatch();
9753         }
9754         else if (!r_refdef.view.showdebug)
9755         {
9756                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9757                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9758                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
9759                 {
9760                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9761                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
9762                 }
9763                 R_Mesh_PrepareVertices_Generic_Unlock();
9764                 RSurf_DrawBatch();
9765         }
9766         else if (r_showsurfaces.integer == 4)
9767         {
9768                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9769                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9770                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
9771                 {
9772                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
9773                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9774                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
9775                 }
9776                 R_Mesh_PrepareVertices_Generic_Unlock();
9777                 RSurf_DrawBatch();
9778         }
9779         else if (r_showsurfaces.integer == 2)
9780         {
9781                 const int *e;
9782                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9783                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
9784                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
9785                 {
9786                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
9787                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
9788                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
9789                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
9790                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
9791                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
9792                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
9793                 }
9794                 R_Mesh_PrepareVertices_Generic_Unlock();
9795                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
9796         }
9797         else
9798         {
9799                 int texturesurfaceindex;
9800                 int k;
9801                 const msurface_t *surface;
9802                 float surfacecolor4f[4];
9803                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9804                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
9805                 vi = 0;
9806                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9807                 {
9808                         surface = texturesurfacelist[texturesurfaceindex];
9809                         k = (int)(((size_t)surface) / sizeof(msurface_t));
9810                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
9811                         for (j = 0;j < surface->num_vertices;j++)
9812                         {
9813                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9814                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
9815                                 vi++;
9816                         }
9817                 }
9818                 R_Mesh_PrepareVertices_Generic_Unlock();
9819                 RSurf_DrawBatch();
9820         }
9821 }
9822
9823 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9824 {
9825         CHECKGLERROR
9826         RSurf_SetupDepthAndCulling();
9827         if (r_showsurfaces.integer)
9828         {
9829                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9830                 return;
9831         }
9832         switch (vid.renderpath)
9833         {
9834         case RENDERPATH_GL20:
9835         case RENDERPATH_D3D9:
9836         case RENDERPATH_D3D10:
9837         case RENDERPATH_D3D11:
9838         case RENDERPATH_SOFT:
9839         case RENDERPATH_GLES2:
9840                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9841                 break;
9842         case RENDERPATH_GL13:
9843                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
9844                 break;
9845         case RENDERPATH_GL11:
9846                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
9847                 break;
9848         }
9849         CHECKGLERROR
9850 }
9851
9852 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9853 {
9854         CHECKGLERROR
9855         RSurf_SetupDepthAndCulling();
9856         if (r_showsurfaces.integer)
9857         {
9858                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9859                 return;
9860         }
9861         switch (vid.renderpath)
9862         {
9863         case RENDERPATH_GL20:
9864         case RENDERPATH_D3D9:
9865         case RENDERPATH_D3D10:
9866         case RENDERPATH_D3D11:
9867         case RENDERPATH_SOFT:
9868         case RENDERPATH_GLES2:
9869                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9870                 break;
9871         case RENDERPATH_GL13:
9872                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
9873                 break;
9874         case RENDERPATH_GL11:
9875                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
9876                 break;
9877         }
9878         CHECKGLERROR
9879 }
9880
9881 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9882 {
9883         int i, j;
9884         int texturenumsurfaces, endsurface;
9885         texture_t *texture;
9886         const msurface_t *surface;
9887 #define MAXBATCH_TRANSPARENTSURFACES 256
9888         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
9889
9890         // if the model is static it doesn't matter what value we give for
9891         // wantnormals and wanttangents, so this logic uses only rules applicable
9892         // to a model, knowing that they are meaningless otherwise
9893         if (ent == r_refdef.scene.worldentity)
9894                 RSurf_ActiveWorldEntity();
9895         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9896                 RSurf_ActiveModelEntity(ent, false, false, false);
9897         else
9898         {
9899                 switch (vid.renderpath)
9900                 {
9901                 case RENDERPATH_GL20:
9902                 case RENDERPATH_D3D9:
9903                 case RENDERPATH_D3D10:
9904                 case RENDERPATH_D3D11:
9905                 case RENDERPATH_SOFT:
9906                 case RENDERPATH_GLES2:
9907                         RSurf_ActiveModelEntity(ent, true, true, false);
9908                         break;
9909                 case RENDERPATH_GL13:
9910                 case RENDERPATH_GL11:
9911                         RSurf_ActiveModelEntity(ent, true, false, false);
9912                         break;
9913                 }
9914         }
9915
9916         if (r_transparentdepthmasking.integer)
9917         {
9918                 qboolean setup = false;
9919                 for (i = 0;i < numsurfaces;i = j)
9920                 {
9921                         j = i + 1;
9922                         surface = rsurface.modelsurfaces + surfacelist[i];
9923                         texture = surface->texture;
9924                         rsurface.texture = R_GetCurrentTexture(texture);
9925                         rsurface.lightmaptexture = NULL;
9926                         rsurface.deluxemaptexture = NULL;
9927                         rsurface.uselightmaptexture = false;
9928                         // scan ahead until we find a different texture
9929                         endsurface = min(i + 1024, numsurfaces);
9930                         texturenumsurfaces = 0;
9931                         texturesurfacelist[texturenumsurfaces++] = surface;
9932                         for (;j < endsurface;j++)
9933                         {
9934                                 surface = rsurface.modelsurfaces + surfacelist[j];
9935                                 if (texture != surface->texture)
9936                                         break;
9937                                 texturesurfacelist[texturenumsurfaces++] = surface;
9938                         }
9939                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
9940                                 continue;
9941                         // render the range of surfaces as depth
9942                         if (!setup)
9943                         {
9944                                 setup = true;
9945                                 GL_ColorMask(0,0,0,0);
9946                                 GL_Color(1,1,1,1);
9947                                 GL_DepthTest(true);
9948                                 GL_BlendFunc(GL_ONE, GL_ZERO);
9949                                 GL_DepthMask(true);
9950 //                              R_Mesh_ResetTextureState();
9951                                 R_SetupShader_DepthOrShadow();
9952                         }
9953                         RSurf_SetupDepthAndCulling();
9954                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
9955                         if (rsurface.batchvertex3fbuffer)
9956                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9957                         else
9958                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9959                         RSurf_DrawBatch();
9960                 }
9961                 if (setup)
9962                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9963         }
9964
9965         for (i = 0;i < numsurfaces;i = j)
9966         {
9967                 j = i + 1;
9968                 surface = rsurface.modelsurfaces + surfacelist[i];
9969                 texture = surface->texture;
9970                 rsurface.texture = R_GetCurrentTexture(texture);
9971                 // scan ahead until we find a different texture
9972                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
9973                 texturenumsurfaces = 0;
9974                 texturesurfacelist[texturenumsurfaces++] = surface;
9975                 if(FAKELIGHT_ENABLED)
9976                 {
9977                         rsurface.lightmaptexture = NULL;
9978                         rsurface.deluxemaptexture = NULL;
9979                         rsurface.uselightmaptexture = false;
9980                         for (;j < endsurface;j++)
9981                         {
9982                                 surface = rsurface.modelsurfaces + surfacelist[j];
9983                                 if (texture != surface->texture)
9984                                         break;
9985                                 texturesurfacelist[texturenumsurfaces++] = surface;
9986                         }
9987                 }
9988                 else
9989                 {
9990                         rsurface.lightmaptexture = surface->lightmaptexture;
9991                         rsurface.deluxemaptexture = surface->deluxemaptexture;
9992                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9993                         for (;j < endsurface;j++)
9994                         {
9995                                 surface = rsurface.modelsurfaces + surfacelist[j];
9996                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9997                                         break;
9998                                 texturesurfacelist[texturenumsurfaces++] = surface;
9999                         }
10000                 }
10001                 // render the range of surfaces
10002                 if (ent == r_refdef.scene.worldentity)
10003                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10004                 else
10005                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10006         }
10007         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10008 }
10009
10010 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10011 {
10012         // transparent surfaces get pushed off into the transparent queue
10013         int surfacelistindex;
10014         const msurface_t *surface;
10015         vec3_t tempcenter, center;
10016         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10017         {
10018                 surface = texturesurfacelist[surfacelistindex];
10019                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10020                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10021                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10022                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10023                 if (queueentity->transparent_offset) // transparent offset
10024                 {
10025                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10026                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10027                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10028                 }
10029                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10030         }
10031 }
10032
10033 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10034 {
10035         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10036                 return;
10037         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10038                 return;
10039         RSurf_SetupDepthAndCulling();
10040         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10041         if (rsurface.batchvertex3fbuffer)
10042                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10043         else
10044                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10045         RSurf_DrawBatch();
10046 }
10047
10048 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10049 {
10050         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10051         CHECKGLERROR
10052         if (depthonly)
10053                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10054         else if (prepass)
10055         {
10056                 if (!rsurface.texture->currentnumlayers)
10057                         return;
10058                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10059                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10060                 else
10061                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10062         }
10063         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
10064                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10065         else if (!rsurface.texture->currentnumlayers)
10066                 return;
10067         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10068         {
10069                 // in the deferred case, transparent surfaces were queued during prepass
10070                 if (!r_shadow_usingdeferredprepass)
10071                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10072         }
10073         else
10074         {
10075                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10076                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10077         }
10078         CHECKGLERROR
10079 }
10080
10081 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10082 {
10083         int i, j;
10084         texture_t *texture;
10085         R_FrameData_SetMark();
10086         // break the surface list down into batches by texture and use of lightmapping
10087         for (i = 0;i < numsurfaces;i = j)
10088         {
10089                 j = i + 1;
10090                 // texture is the base texture pointer, rsurface.texture is the
10091                 // current frame/skin the texture is directing us to use (for example
10092                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10093                 // use skin 1 instead)
10094                 texture = surfacelist[i]->texture;
10095                 rsurface.texture = R_GetCurrentTexture(texture);
10096                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10097                 {
10098                         // if this texture is not the kind we want, skip ahead to the next one
10099                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10100                                 ;
10101                         continue;
10102                 }
10103                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10104                 {
10105                         rsurface.lightmaptexture = NULL;
10106                         rsurface.deluxemaptexture = NULL;
10107                         rsurface.uselightmaptexture = false;
10108                         // simply scan ahead until we find a different texture or lightmap state
10109                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10110                                 ;
10111                 }
10112                 else
10113                 {
10114                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10115                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10116                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10117                         // simply scan ahead until we find a different texture or lightmap state
10118                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10119                                 ;
10120                 }
10121                 // render the range of surfaces
10122                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10123         }
10124         R_FrameData_ReturnToMark();
10125 }
10126
10127 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10128 {
10129         CHECKGLERROR
10130         if (depthonly)
10131                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10132         else if (prepass)
10133         {
10134                 if (!rsurface.texture->currentnumlayers)
10135                         return;
10136                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10137                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10138                 else
10139                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10140         }
10141         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
10142                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10143         else if (!rsurface.texture->currentnumlayers)
10144                 return;
10145         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10146         {
10147                 // in the deferred case, transparent surfaces were queued during prepass
10148                 if (!r_shadow_usingdeferredprepass)
10149                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10150         }
10151         else
10152         {
10153                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10154                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10155         }
10156         CHECKGLERROR
10157 }
10158
10159 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10160 {
10161         int i, j;
10162         texture_t *texture;
10163         R_FrameData_SetMark();
10164         // break the surface list down into batches by texture and use of lightmapping
10165         for (i = 0;i < numsurfaces;i = j)
10166         {
10167                 j = i + 1;
10168                 // texture is the base texture pointer, rsurface.texture is the
10169                 // current frame/skin the texture is directing us to use (for example
10170                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10171                 // use skin 1 instead)
10172                 texture = surfacelist[i]->texture;
10173                 rsurface.texture = R_GetCurrentTexture(texture);
10174                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10175                 {
10176                         // if this texture is not the kind we want, skip ahead to the next one
10177                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10178                                 ;
10179                         continue;
10180                 }
10181                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10182                 {
10183                         rsurface.lightmaptexture = NULL;
10184                         rsurface.deluxemaptexture = NULL;
10185                         rsurface.uselightmaptexture = false;
10186                         // simply scan ahead until we find a different texture or lightmap state
10187                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10188                                 ;
10189                 }
10190                 else
10191                 {
10192                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10193                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10194                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10195                         // simply scan ahead until we find a different texture or lightmap state
10196                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10197                                 ;
10198                 }
10199                 // render the range of surfaces
10200                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10201         }
10202         R_FrameData_ReturnToMark();
10203 }
10204
10205 float locboxvertex3f[6*4*3] =
10206 {
10207         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10208         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10209         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10210         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10211         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10212         1,0,0, 0,0,0, 0,1,0, 1,1,0
10213 };
10214
10215 unsigned short locboxelements[6*2*3] =
10216 {
10217          0, 1, 2, 0, 2, 3,
10218          4, 5, 6, 4, 6, 7,
10219          8, 9,10, 8,10,11,
10220         12,13,14, 12,14,15,
10221         16,17,18, 16,18,19,
10222         20,21,22, 20,22,23
10223 };
10224
10225 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10226 {
10227         int i, j;
10228         cl_locnode_t *loc = (cl_locnode_t *)ent;
10229         vec3_t mins, size;
10230         float vertex3f[6*4*3];
10231         CHECKGLERROR
10232         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10233         GL_DepthMask(false);
10234         GL_DepthRange(0, 1);
10235         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10236         GL_DepthTest(true);
10237         GL_CullFace(GL_NONE);
10238         R_EntityMatrix(&identitymatrix);
10239
10240 //      R_Mesh_ResetTextureState();
10241
10242         i = surfacelist[0];
10243         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10244                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10245                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10246                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10247
10248         if (VectorCompare(loc->mins, loc->maxs))
10249         {
10250                 VectorSet(size, 2, 2, 2);
10251                 VectorMA(loc->mins, -0.5f, size, mins);
10252         }
10253         else
10254         {
10255                 VectorCopy(loc->mins, mins);
10256                 VectorSubtract(loc->maxs, loc->mins, size);
10257         }
10258
10259         for (i = 0;i < 6*4*3;)
10260                 for (j = 0;j < 3;j++, i++)
10261                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10262
10263         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10264         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10265         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10266 }
10267
10268 void R_DrawLocs(void)
10269 {
10270         int index;
10271         cl_locnode_t *loc, *nearestloc;
10272         vec3_t center;
10273         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10274         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10275         {
10276                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10277                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10278         }
10279 }
10280
10281 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10282 {
10283         if (decalsystem->decals)
10284                 Mem_Free(decalsystem->decals);
10285         memset(decalsystem, 0, sizeof(*decalsystem));
10286 }
10287
10288 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10289 {
10290         tridecal_t *decal;
10291         tridecal_t *decals;
10292         int i;
10293
10294         // expand or initialize the system
10295         if (decalsystem->maxdecals <= decalsystem->numdecals)
10296         {
10297                 decalsystem_t old = *decalsystem;
10298                 qboolean useshortelements;
10299                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10300                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10301                 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)));
10302                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10303                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10304                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10305                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10306                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10307                 if (decalsystem->numdecals)
10308                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10309                 if (old.decals)
10310                         Mem_Free(old.decals);
10311                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10312                         decalsystem->element3i[i] = i;
10313                 if (useshortelements)
10314                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10315                                 decalsystem->element3s[i] = i;
10316         }
10317
10318         // grab a decal and search for another free slot for the next one
10319         decals = decalsystem->decals;
10320         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10321         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10322                 ;
10323         decalsystem->freedecal = i;
10324         if (decalsystem->numdecals <= i)
10325                 decalsystem->numdecals = i + 1;
10326
10327         // initialize the decal
10328         decal->lived = 0;
10329         decal->triangleindex = triangleindex;
10330         decal->surfaceindex = surfaceindex;
10331         decal->decalsequence = decalsequence;
10332         decal->color4f[0][0] = c0[0];
10333         decal->color4f[0][1] = c0[1];
10334         decal->color4f[0][2] = c0[2];
10335         decal->color4f[0][3] = 1;
10336         decal->color4f[1][0] = c1[0];
10337         decal->color4f[1][1] = c1[1];
10338         decal->color4f[1][2] = c1[2];
10339         decal->color4f[1][3] = 1;
10340         decal->color4f[2][0] = c2[0];
10341         decal->color4f[2][1] = c2[1];
10342         decal->color4f[2][2] = c2[2];
10343         decal->color4f[2][3] = 1;
10344         decal->vertex3f[0][0] = v0[0];
10345         decal->vertex3f[0][1] = v0[1];
10346         decal->vertex3f[0][2] = v0[2];
10347         decal->vertex3f[1][0] = v1[0];
10348         decal->vertex3f[1][1] = v1[1];
10349         decal->vertex3f[1][2] = v1[2];
10350         decal->vertex3f[2][0] = v2[0];
10351         decal->vertex3f[2][1] = v2[1];
10352         decal->vertex3f[2][2] = v2[2];
10353         decal->texcoord2f[0][0] = t0[0];
10354         decal->texcoord2f[0][1] = t0[1];
10355         decal->texcoord2f[1][0] = t1[0];
10356         decal->texcoord2f[1][1] = t1[1];
10357         decal->texcoord2f[2][0] = t2[0];
10358         decal->texcoord2f[2][1] = t2[1];
10359 }
10360
10361 extern cvar_t cl_decals_bias;
10362 extern cvar_t cl_decals_models;
10363 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10364 // baseparms, parms, temps
10365 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10366 {
10367         int cornerindex;
10368         int index;
10369         float v[9][3];
10370         const float *vertex3f;
10371         const float *normal3f;
10372         int numpoints;
10373         float points[2][9][3];
10374         float temp[3];
10375         float tc[9][2];
10376         float f;
10377         float c[9][4];
10378         const int *e;
10379
10380         e = rsurface.modelelement3i + 3*triangleindex;
10381
10382         vertex3f = rsurface.modelvertex3f;
10383         normal3f = rsurface.modelnormal3f;
10384
10385         if (normal3f)
10386         {
10387                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10388                 {
10389                         index = 3*e[cornerindex];
10390                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10391                 }
10392         }
10393         else
10394         {
10395                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10396                 {
10397                         index = 3*e[cornerindex];
10398                         VectorCopy(vertex3f + index, v[cornerindex]);
10399                 }
10400         }
10401
10402         // cull backfaces
10403         //TriangleNormal(v[0], v[1], v[2], normal);
10404         //if (DotProduct(normal, localnormal) < 0.0f)
10405         //      continue;
10406         // clip by each of the box planes formed from the projection matrix
10407         // if anything survives, we emit the decal
10408         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]);
10409         if (numpoints < 3)
10410                 return;
10411         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]);
10412         if (numpoints < 3)
10413                 return;
10414         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]);
10415         if (numpoints < 3)
10416                 return;
10417         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]);
10418         if (numpoints < 3)
10419                 return;
10420         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]);
10421         if (numpoints < 3)
10422                 return;
10423         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]);
10424         if (numpoints < 3)
10425                 return;
10426         // some part of the triangle survived, so we have to accept it...
10427         if (dynamic)
10428         {
10429                 // dynamic always uses the original triangle
10430                 numpoints = 3;
10431                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10432                 {
10433                         index = 3*e[cornerindex];
10434                         VectorCopy(vertex3f + index, v[cornerindex]);
10435                 }
10436         }
10437         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10438         {
10439                 // convert vertex positions to texcoords
10440                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10441                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10442                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10443                 // calculate distance fade from the projection origin
10444                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10445                 f = bound(0.0f, f, 1.0f);
10446                 c[cornerindex][0] = r * f;
10447                 c[cornerindex][1] = g * f;
10448                 c[cornerindex][2] = b * f;
10449                 c[cornerindex][3] = 1.0f;
10450                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10451         }
10452         if (dynamic)
10453                 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);
10454         else
10455                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10456                         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);
10457 }
10458 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10459 {
10460         matrix4x4_t projection;
10461         decalsystem_t *decalsystem;
10462         qboolean dynamic;
10463         dp_model_t *model;
10464         const msurface_t *surface;
10465         const msurface_t *surfaces;
10466         const int *surfacelist;
10467         const texture_t *texture;
10468         int numtriangles;
10469         int numsurfacelist;
10470         int surfacelistindex;
10471         int surfaceindex;
10472         int triangleindex;
10473         float localorigin[3];
10474         float localnormal[3];
10475         float localmins[3];
10476         float localmaxs[3];
10477         float localsize;
10478         //float normal[3];
10479         float planes[6][4];
10480         float angles[3];
10481         bih_t *bih;
10482         int bih_triangles_count;
10483         int bih_triangles[256];
10484         int bih_surfaces[256];
10485
10486         decalsystem = &ent->decalsystem;
10487         model = ent->model;
10488         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10489         {
10490                 R_DecalSystem_Reset(&ent->decalsystem);
10491                 return;
10492         }
10493
10494         if (!model->brush.data_leafs && !cl_decals_models.integer)
10495         {
10496                 if (decalsystem->model)
10497                         R_DecalSystem_Reset(decalsystem);
10498                 return;
10499         }
10500
10501         if (decalsystem->model != model)
10502                 R_DecalSystem_Reset(decalsystem);
10503         decalsystem->model = model;
10504
10505         RSurf_ActiveModelEntity(ent, true, false, false);
10506
10507         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10508         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10509         VectorNormalize(localnormal);
10510         localsize = worldsize*rsurface.inversematrixscale;
10511         localmins[0] = localorigin[0] - localsize;
10512         localmins[1] = localorigin[1] - localsize;
10513         localmins[2] = localorigin[2] - localsize;
10514         localmaxs[0] = localorigin[0] + localsize;
10515         localmaxs[1] = localorigin[1] + localsize;
10516         localmaxs[2] = localorigin[2] + localsize;
10517
10518         //VectorCopy(localnormal, planes[4]);
10519         //VectorVectors(planes[4], planes[2], planes[0]);
10520         AnglesFromVectors(angles, localnormal, NULL, false);
10521         AngleVectors(angles, planes[0], planes[2], planes[4]);
10522         VectorNegate(planes[0], planes[1]);
10523         VectorNegate(planes[2], planes[3]);
10524         VectorNegate(planes[4], planes[5]);
10525         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10526         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10527         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10528         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10529         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10530         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10531
10532 #if 1
10533 // works
10534 {
10535         matrix4x4_t forwardprojection;
10536         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10537         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10538 }
10539 #else
10540 // broken
10541 {
10542         float projectionvector[4][3];
10543         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10544         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10545         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10546         projectionvector[0][0] = planes[0][0] * ilocalsize;
10547         projectionvector[0][1] = planes[1][0] * ilocalsize;
10548         projectionvector[0][2] = planes[2][0] * ilocalsize;
10549         projectionvector[1][0] = planes[0][1] * ilocalsize;
10550         projectionvector[1][1] = planes[1][1] * ilocalsize;
10551         projectionvector[1][2] = planes[2][1] * ilocalsize;
10552         projectionvector[2][0] = planes[0][2] * ilocalsize;
10553         projectionvector[2][1] = planes[1][2] * ilocalsize;
10554         projectionvector[2][2] = planes[2][2] * ilocalsize;
10555         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10556         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10557         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10558         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10559 }
10560 #endif
10561
10562         dynamic = model->surfmesh.isanimated;
10563         numsurfacelist = model->nummodelsurfaces;
10564         surfacelist = model->sortedmodelsurfaces;
10565         surfaces = model->data_surfaces;
10566
10567         bih = NULL;
10568         bih_triangles_count = -1;
10569         if(!dynamic)
10570         {
10571                 if(model->render_bih.numleafs)
10572                         bih = &model->render_bih;
10573                 else if(model->collision_bih.numleafs)
10574                         bih = &model->collision_bih;
10575         }
10576         if(bih)
10577                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10578         if(bih_triangles_count == 0)
10579                 return;
10580         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10581                 return;
10582         if(bih_triangles_count > 0)
10583         {
10584                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10585                 {
10586                         surfaceindex = bih_surfaces[triangleindex];
10587                         surface = surfaces + surfaceindex;
10588                         texture = surface->texture;
10589                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10590                                 continue;
10591                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10592                                 continue;
10593                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10594                 }
10595         }
10596         else
10597         {
10598                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10599                 {
10600                         surfaceindex = surfacelist[surfacelistindex];
10601                         surface = surfaces + surfaceindex;
10602                         // check cull box first because it rejects more than any other check
10603                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10604                                 continue;
10605                         // skip transparent surfaces
10606                         texture = surface->texture;
10607                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10608                                 continue;
10609                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10610                                 continue;
10611                         numtriangles = surface->num_triangles;
10612                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10613                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10614                 }
10615         }
10616 }
10617
10618 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10619 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10620 {
10621         int renderentityindex;
10622         float worldmins[3];
10623         float worldmaxs[3];
10624         entity_render_t *ent;
10625
10626         if (!cl_decals_newsystem.integer)
10627                 return;
10628
10629         worldmins[0] = worldorigin[0] - worldsize;
10630         worldmins[1] = worldorigin[1] - worldsize;
10631         worldmins[2] = worldorigin[2] - worldsize;
10632         worldmaxs[0] = worldorigin[0] + worldsize;
10633         worldmaxs[1] = worldorigin[1] + worldsize;
10634         worldmaxs[2] = worldorigin[2] + worldsize;
10635
10636         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10637
10638         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10639         {
10640                 ent = r_refdef.scene.entities[renderentityindex];
10641                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10642                         continue;
10643
10644                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10645         }
10646 }
10647
10648 typedef struct r_decalsystem_splatqueue_s
10649 {
10650         vec3_t worldorigin;
10651         vec3_t worldnormal;
10652         float color[4];
10653         float tcrange[4];
10654         float worldsize;
10655         int decalsequence;
10656 }
10657 r_decalsystem_splatqueue_t;
10658
10659 int r_decalsystem_numqueued = 0;
10660 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
10661
10662 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)
10663 {
10664         r_decalsystem_splatqueue_t *queue;
10665
10666         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
10667                 return;
10668
10669         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
10670         VectorCopy(worldorigin, queue->worldorigin);
10671         VectorCopy(worldnormal, queue->worldnormal);
10672         Vector4Set(queue->color, r, g, b, a);
10673         Vector4Set(queue->tcrange, s1, t1, s2, t2);
10674         queue->worldsize = worldsize;
10675         queue->decalsequence = cl.decalsequence++;
10676 }
10677
10678 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
10679 {
10680         int i;
10681         r_decalsystem_splatqueue_t *queue;
10682
10683         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
10684                 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);
10685         r_decalsystem_numqueued = 0;
10686 }
10687
10688 extern cvar_t cl_decals_max;
10689 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
10690 {
10691         int i;
10692         decalsystem_t *decalsystem = &ent->decalsystem;
10693         int numdecals;
10694         int killsequence;
10695         tridecal_t *decal;
10696         float frametime;
10697         float lifetime;
10698
10699         if (!decalsystem->numdecals)
10700                 return;
10701
10702         if (r_showsurfaces.integer)
10703                 return;
10704
10705         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10706         {
10707                 R_DecalSystem_Reset(decalsystem);
10708                 return;
10709         }
10710
10711         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
10712         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
10713
10714         if (decalsystem->lastupdatetime)
10715                 frametime = (cl.time - decalsystem->lastupdatetime);
10716         else
10717                 frametime = 0;
10718         decalsystem->lastupdatetime = cl.time;
10719         decal = decalsystem->decals;
10720         numdecals = decalsystem->numdecals;
10721
10722         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10723         {
10724                 if (decal->color4f[0][3])
10725                 {
10726                         decal->lived += frametime;
10727                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
10728                         {
10729                                 memset(decal, 0, sizeof(*decal));
10730                                 if (decalsystem->freedecal > i)
10731                                         decalsystem->freedecal = i;
10732                         }
10733                 }
10734         }
10735         decal = decalsystem->decals;
10736         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
10737                 numdecals--;
10738
10739         // collapse the array by shuffling the tail decals into the gaps
10740         for (;;)
10741         {
10742                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
10743                         decalsystem->freedecal++;
10744                 if (decalsystem->freedecal == numdecals)
10745                         break;
10746                 decal[decalsystem->freedecal] = decal[--numdecals];
10747         }
10748
10749         decalsystem->numdecals = numdecals;
10750
10751         if (numdecals <= 0)
10752         {
10753                 // if there are no decals left, reset decalsystem
10754                 R_DecalSystem_Reset(decalsystem);
10755         }
10756 }
10757
10758 extern skinframe_t *decalskinframe;
10759 static void R_DrawModelDecals_Entity(entity_render_t *ent)
10760 {
10761         int i;
10762         decalsystem_t *decalsystem = &ent->decalsystem;
10763         int numdecals;
10764         tridecal_t *decal;
10765         float faderate;
10766         float alpha;
10767         float *v3f;
10768         float *c4f;
10769         float *t2f;
10770         const int *e;
10771         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
10772         int numtris = 0;
10773
10774         numdecals = decalsystem->numdecals;
10775         if (!numdecals)
10776                 return;
10777
10778         if (r_showsurfaces.integer)
10779                 return;
10780
10781         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10782         {
10783                 R_DecalSystem_Reset(decalsystem);
10784                 return;
10785         }
10786
10787         // if the model is static it doesn't matter what value we give for
10788         // wantnormals and wanttangents, so this logic uses only rules applicable
10789         // to a model, knowing that they are meaningless otherwise
10790         if (ent == r_refdef.scene.worldentity)
10791                 RSurf_ActiveWorldEntity();
10792         else
10793                 RSurf_ActiveModelEntity(ent, false, false, false);
10794
10795         decalsystem->lastupdatetime = cl.time;
10796         decal = decalsystem->decals;
10797
10798         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
10799
10800         // update vertex positions for animated models
10801         v3f = decalsystem->vertex3f;
10802         c4f = decalsystem->color4f;
10803         t2f = decalsystem->texcoord2f;
10804         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10805         {
10806                 if (!decal->color4f[0][3])
10807                         continue;
10808
10809                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
10810                         continue;
10811
10812                 // update color values for fading decals
10813                 if (decal->lived >= cl_decals_time.value)
10814                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
10815                 else
10816                         alpha = 1.0f;
10817
10818                 c4f[ 0] = decal->color4f[0][0] * alpha;
10819                 c4f[ 1] = decal->color4f[0][1] * alpha;
10820                 c4f[ 2] = decal->color4f[0][2] * alpha;
10821                 c4f[ 3] = 1;
10822                 c4f[ 4] = decal->color4f[1][0] * alpha;
10823                 c4f[ 5] = decal->color4f[1][1] * alpha;
10824                 c4f[ 6] = decal->color4f[1][2] * alpha;
10825                 c4f[ 7] = 1;
10826                 c4f[ 8] = decal->color4f[2][0] * alpha;
10827                 c4f[ 9] = decal->color4f[2][1] * alpha;
10828                 c4f[10] = decal->color4f[2][2] * alpha;
10829                 c4f[11] = 1;
10830
10831                 t2f[0] = decal->texcoord2f[0][0];
10832                 t2f[1] = decal->texcoord2f[0][1];
10833                 t2f[2] = decal->texcoord2f[1][0];
10834                 t2f[3] = decal->texcoord2f[1][1];
10835                 t2f[4] = decal->texcoord2f[2][0];
10836                 t2f[5] = decal->texcoord2f[2][1];
10837
10838                 // update vertex positions for animated models
10839                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
10840                 {
10841                         e = rsurface.modelelement3i + 3*decal->triangleindex;
10842                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
10843                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
10844                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
10845                 }
10846                 else
10847                 {
10848                         VectorCopy(decal->vertex3f[0], v3f);
10849                         VectorCopy(decal->vertex3f[1], v3f + 3);
10850                         VectorCopy(decal->vertex3f[2], v3f + 6);
10851                 }
10852
10853                 if (r_refdef.fogenabled)
10854                 {
10855                         alpha = RSurf_FogVertex(v3f);
10856                         VectorScale(c4f, alpha, c4f);
10857                         alpha = RSurf_FogVertex(v3f + 3);
10858                         VectorScale(c4f + 4, alpha, c4f + 4);
10859                         alpha = RSurf_FogVertex(v3f + 6);
10860                         VectorScale(c4f + 8, alpha, c4f + 8);
10861                 }
10862
10863                 v3f += 9;
10864                 c4f += 12;
10865                 t2f += 6;
10866                 numtris++;
10867         }
10868
10869         if (numtris > 0)
10870         {
10871                 r_refdef.stats.drawndecals += numtris;
10872
10873                 // now render the decals all at once
10874                 // (this assumes they all use one particle font texture!)
10875                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
10876 //              R_Mesh_ResetTextureState();
10877                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
10878                 GL_DepthMask(false);
10879                 GL_DepthRange(0, 1);
10880                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
10881                 GL_DepthTest(true);
10882                 GL_CullFace(GL_NONE);
10883                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
10884                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
10885                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
10886         }
10887 }
10888
10889 static void R_DrawModelDecals(void)
10890 {
10891         int i, numdecals;
10892
10893         // fade faster when there are too many decals
10894         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10895         for (i = 0;i < r_refdef.scene.numentities;i++)
10896                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10897
10898         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
10899         for (i = 0;i < r_refdef.scene.numentities;i++)
10900                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10901                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
10902
10903         R_DecalSystem_ApplySplatEntitiesQueue();
10904
10905         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10906         for (i = 0;i < r_refdef.scene.numentities;i++)
10907                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10908
10909         r_refdef.stats.totaldecals += numdecals;
10910
10911         if (r_showsurfaces.integer)
10912                 return;
10913
10914         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
10915
10916         for (i = 0;i < r_refdef.scene.numentities;i++)
10917         {
10918                 if (!r_refdef.viewcache.entityvisible[i])
10919                         continue;
10920                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10921                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
10922         }
10923 }
10924
10925 extern cvar_t mod_collision_bih;
10926 void R_DrawDebugModel(void)
10927 {
10928         entity_render_t *ent = rsurface.entity;
10929         int i, j, k, l, flagsmask;
10930         const msurface_t *surface;
10931         dp_model_t *model = ent->model;
10932         vec3_t v;
10933
10934         switch(vid.renderpath)
10935         {
10936         case RENDERPATH_GL11:
10937         case RENDERPATH_GL13:
10938         case RENDERPATH_GL20:
10939                 break;
10940         case RENDERPATH_D3D9:
10941                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10942                 return;
10943         case RENDERPATH_D3D10:
10944                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10945                 return;
10946         case RENDERPATH_D3D11:
10947                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10948                 return;
10949         case RENDERPATH_SOFT:
10950                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10951                 return;
10952         case RENDERPATH_GLES2:
10953                 //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10954                 return;
10955         }
10956
10957         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
10958
10959 //      R_Mesh_ResetTextureState();
10960         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10961         GL_DepthRange(0, 1);
10962         GL_DepthTest(!r_showdisabledepthtest.integer);
10963         GL_DepthMask(false);
10964         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10965
10966         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
10967         {
10968                 int triangleindex;
10969                 int bihleafindex;
10970                 qboolean cullbox = ent == r_refdef.scene.worldentity;
10971                 const q3mbrush_t *brush;
10972                 const bih_t *bih = &model->collision_bih;
10973                 const bih_leaf_t *bihleaf;
10974                 float vertex3f[3][3];
10975                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
10976                 cullbox = false;
10977                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
10978                 {
10979                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
10980                                 continue;
10981                         switch (bihleaf->type)
10982                         {
10983                         case BIH_BRUSH:
10984                                 brush = model->brush.data_brushes + bihleaf->itemindex;
10985                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
10986                                 {
10987                                         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);
10988                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
10989                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
10990                                 }
10991                                 break;
10992                         case BIH_COLLISIONTRIANGLE:
10993                                 triangleindex = bihleaf->itemindex;
10994                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
10995                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
10996                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
10997                                 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);
10998                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
10999                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11000                                 break;
11001                         case BIH_RENDERTRIANGLE:
11002                                 triangleindex = bihleaf->itemindex;
11003                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11004                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11005                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11006                                 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);
11007                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11008                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11009                                 break;
11010                         }
11011                 }
11012         }
11013
11014         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11015
11016         if (r_showtris.integer || (r_shownormals.value != 0))
11017         {
11018                 if (r_showdisabledepthtest.integer)
11019                 {
11020                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11021                         GL_DepthMask(false);
11022                 }
11023                 else
11024                 {
11025                         GL_BlendFunc(GL_ONE, GL_ZERO);
11026                         GL_DepthMask(true);
11027                 }
11028                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11029                 {
11030                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11031                                 continue;
11032                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11033                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11034                         {
11035                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11036                                 if (r_showtris.value > 0)
11037                                 {
11038                                         if (!rsurface.texture->currentlayers->depthmask)
11039                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11040                                         else if (ent == r_refdef.scene.worldentity)
11041                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11042                                         else
11043                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11044                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11045                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11046                                         RSurf_DrawBatch();
11047                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11048                                         CHECKGLERROR
11049                                 }
11050                                 if (r_shownormals.value < 0)
11051                                 {
11052                                         qglBegin(GL_LINES);
11053                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11054                                         {
11055                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11056                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11057                                                 qglVertex3f(v[0], v[1], v[2]);
11058                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11059                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11060                                                 qglVertex3f(v[0], v[1], v[2]);
11061                                         }
11062                                         qglEnd();
11063                                         CHECKGLERROR
11064                                 }
11065                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11066                                 {
11067                                         qglBegin(GL_LINES);
11068                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11069                                         {
11070                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11071                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11072                                                 qglVertex3f(v[0], v[1], v[2]);
11073                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11074                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11075                                                 qglVertex3f(v[0], v[1], v[2]);
11076                                         }
11077                                         qglEnd();
11078                                         CHECKGLERROR
11079                                         qglBegin(GL_LINES);
11080                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11081                                         {
11082                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11083                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11084                                                 qglVertex3f(v[0], v[1], v[2]);
11085                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11086                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11087                                                 qglVertex3f(v[0], v[1], v[2]);
11088                                         }
11089                                         qglEnd();
11090                                         CHECKGLERROR
11091                                         qglBegin(GL_LINES);
11092                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11093                                         {
11094                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11095                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11096                                                 qglVertex3f(v[0], v[1], v[2]);
11097                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11098                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11099                                                 qglVertex3f(v[0], v[1], v[2]);
11100                                         }
11101                                         qglEnd();
11102                                         CHECKGLERROR
11103                                 }
11104                         }
11105                 }
11106                 rsurface.texture = NULL;
11107         }
11108 }
11109
11110 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11111 int r_maxsurfacelist = 0;
11112 const msurface_t **r_surfacelist = NULL;
11113 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11114 {
11115         int i, j, endj, flagsmask;
11116         dp_model_t *model = r_refdef.scene.worldmodel;
11117         msurface_t *surfaces;
11118         unsigned char *update;
11119         int numsurfacelist = 0;
11120         if (model == NULL)
11121                 return;
11122
11123         if (r_maxsurfacelist < model->num_surfaces)
11124         {
11125                 r_maxsurfacelist = model->num_surfaces;
11126                 if (r_surfacelist)
11127                         Mem_Free((msurface_t**)r_surfacelist);
11128                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11129         }
11130
11131         RSurf_ActiveWorldEntity();
11132
11133         surfaces = model->data_surfaces;
11134         update = model->brushq1.lightmapupdateflags;
11135
11136         // update light styles on this submodel
11137         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11138         {
11139                 model_brush_lightstyleinfo_t *style;
11140                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11141                 {
11142                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11143                         {
11144                                 int *list = style->surfacelist;
11145                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11146                                 for (j = 0;j < style->numsurfaces;j++)
11147                                         update[list[j]] = true;
11148                         }
11149                 }
11150         }
11151
11152         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11153
11154         if (debug)
11155         {
11156                 R_DrawDebugModel();
11157                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11158                 return;
11159         }
11160
11161         rsurface.lightmaptexture = NULL;
11162         rsurface.deluxemaptexture = NULL;
11163         rsurface.uselightmaptexture = false;
11164         rsurface.texture = NULL;
11165         rsurface.rtlight = NULL;
11166         numsurfacelist = 0;
11167         // add visible surfaces to draw list
11168         for (i = 0;i < model->nummodelsurfaces;i++)
11169         {
11170                 j = model->sortedmodelsurfaces[i];
11171                 if (r_refdef.viewcache.world_surfacevisible[j])
11172                         r_surfacelist[numsurfacelist++] = surfaces + j;
11173         }
11174         // update lightmaps if needed
11175         if (model->brushq1.firstrender)
11176         {
11177                 model->brushq1.firstrender = false;
11178                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11179                         if (update[j])
11180                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11181         }
11182         else if (update)
11183         {
11184                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11185                         if (r_refdef.viewcache.world_surfacevisible[j])
11186                                 if (update[j])
11187                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11188         }
11189         // don't do anything if there were no surfaces
11190         if (!numsurfacelist)
11191         {
11192                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11193                 return;
11194         }
11195         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11196
11197         // add to stats if desired
11198         if (r_speeds.integer && !skysurfaces && !depthonly)
11199         {
11200                 r_refdef.stats.world_surfaces += numsurfacelist;
11201                 for (j = 0;j < numsurfacelist;j++)
11202                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11203         }
11204
11205         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11206 }
11207
11208 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11209 {
11210         int i, j, endj, flagsmask;
11211         dp_model_t *model = ent->model;
11212         msurface_t *surfaces;
11213         unsigned char *update;
11214         int numsurfacelist = 0;
11215         if (model == NULL)
11216                 return;
11217
11218         if (r_maxsurfacelist < model->num_surfaces)
11219         {
11220                 r_maxsurfacelist = model->num_surfaces;
11221                 if (r_surfacelist)
11222                         Mem_Free((msurface_t **)r_surfacelist);
11223                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11224         }
11225
11226         // if the model is static it doesn't matter what value we give for
11227         // wantnormals and wanttangents, so this logic uses only rules applicable
11228         // to a model, knowing that they are meaningless otherwise
11229         if (ent == r_refdef.scene.worldentity)
11230                 RSurf_ActiveWorldEntity();
11231         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11232                 RSurf_ActiveModelEntity(ent, false, false, false);
11233         else if (prepass)
11234                 RSurf_ActiveModelEntity(ent, true, true, true);
11235         else if (depthonly)
11236         {
11237                 switch (vid.renderpath)
11238                 {
11239                 case RENDERPATH_GL20:
11240                 case RENDERPATH_D3D9:
11241                 case RENDERPATH_D3D10:
11242                 case RENDERPATH_D3D11:
11243                 case RENDERPATH_SOFT:
11244                 case RENDERPATH_GLES2:
11245                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11246                         break;
11247                 case RENDERPATH_GL13:
11248                 case RENDERPATH_GL11:
11249                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11250                         break;
11251                 }
11252         }
11253         else
11254         {
11255                 switch (vid.renderpath)
11256                 {
11257                 case RENDERPATH_GL20:
11258                 case RENDERPATH_D3D9:
11259                 case RENDERPATH_D3D10:
11260                 case RENDERPATH_D3D11:
11261                 case RENDERPATH_SOFT:
11262                 case RENDERPATH_GLES2:
11263                         RSurf_ActiveModelEntity(ent, true, true, false);
11264                         break;
11265                 case RENDERPATH_GL13:
11266                 case RENDERPATH_GL11:
11267                         RSurf_ActiveModelEntity(ent, true, false, false);
11268                         break;
11269                 }
11270         }
11271
11272         surfaces = model->data_surfaces;
11273         update = model->brushq1.lightmapupdateflags;
11274
11275         // update light styles
11276         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11277         {
11278                 model_brush_lightstyleinfo_t *style;
11279                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11280                 {
11281                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11282                         {
11283                                 int *list = style->surfacelist;
11284                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11285                                 for (j = 0;j < style->numsurfaces;j++)
11286                                         update[list[j]] = true;
11287                         }
11288                 }
11289         }
11290
11291         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11292
11293         if (debug)
11294         {
11295                 R_DrawDebugModel();
11296                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11297                 return;
11298         }
11299
11300         rsurface.lightmaptexture = NULL;
11301         rsurface.deluxemaptexture = NULL;
11302         rsurface.uselightmaptexture = false;
11303         rsurface.texture = NULL;
11304         rsurface.rtlight = NULL;
11305         numsurfacelist = 0;
11306         // add visible surfaces to draw list
11307         for (i = 0;i < model->nummodelsurfaces;i++)
11308                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11309         // don't do anything if there were no surfaces
11310         if (!numsurfacelist)
11311         {
11312                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11313                 return;
11314         }
11315         // update lightmaps if needed
11316         if (update)
11317         {
11318                 int updated = 0;
11319                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11320                 {
11321                         if (update[j])
11322                         {
11323                                 updated++;
11324                                 R_BuildLightMap(ent, surfaces + j);
11325                         }
11326                 }
11327         }
11328         if (update)
11329                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11330                         if (update[j])
11331                                 R_BuildLightMap(ent, surfaces + j);
11332         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11333
11334         // add to stats if desired
11335         if (r_speeds.integer && !skysurfaces && !depthonly)
11336         {
11337                 r_refdef.stats.entities_surfaces += numsurfacelist;
11338                 for (j = 0;j < numsurfacelist;j++)
11339                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11340         }
11341
11342         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11343 }
11344
11345 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11346 {
11347         static texture_t texture;
11348         static msurface_t surface;
11349         const msurface_t *surfacelist = &surface;
11350
11351         // fake enough texture and surface state to render this geometry
11352
11353         texture.update_lastrenderframe = -1; // regenerate this texture
11354         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11355         texture.currentskinframe = skinframe;
11356         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11357         texture.offsetmapping = OFFSETMAPPING_OFF;
11358         texture.offsetscale = 1;
11359         texture.specularscalemod = 1;
11360         texture.specularpowermod = 1;
11361
11362         surface.texture = &texture;
11363         surface.num_triangles = numtriangles;
11364         surface.num_firsttriangle = firsttriangle;
11365         surface.num_vertices = numvertices;
11366         surface.num_firstvertex = firstvertex;
11367
11368         // now render it
11369         rsurface.texture = R_GetCurrentTexture(surface.texture);
11370         rsurface.lightmaptexture = NULL;
11371         rsurface.deluxemaptexture = NULL;
11372         rsurface.uselightmaptexture = false;
11373         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11374 }
11375
11376 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)
11377 {
11378         static msurface_t surface;
11379         const msurface_t *surfacelist = &surface;
11380
11381         // fake enough texture and surface state to render this geometry
11382         surface.texture = texture;
11383         surface.num_triangles = numtriangles;
11384         surface.num_firsttriangle = firsttriangle;
11385         surface.num_vertices = numvertices;
11386         surface.num_firstvertex = firstvertex;
11387
11388         // now render it
11389         rsurface.texture = R_GetCurrentTexture(surface.texture);
11390         rsurface.lightmaptexture = NULL;
11391         rsurface.deluxemaptexture = NULL;
11392         rsurface.uselightmaptexture = false;
11393         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11394 }