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fix issues with watershader on models, also now supports deformvertexes
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
158
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
190
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
198
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210
211 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
212
213 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
214
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
216
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
218
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
221
222 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
223
224 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
225
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
228
229 extern qboolean v_flipped_state;
230
231 static struct r_bloomstate_s
232 {
233         qboolean enabled;
234         qboolean hdr;
235
236         int bloomwidth, bloomheight;
237
238         textype_t texturetype;
239         int viewfbo; // used to check if r_viewfbo cvar has changed
240
241         int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242         rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243         rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
244
245         int screentexturewidth, screentextureheight;
246         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
247
248         int bloomtexturewidth, bloomtextureheight;
249         rtexture_t *texture_bloom;
250
251         // arrays for rendering the screen passes
252         float screentexcoord2f[8];
253         float bloomtexcoord2f[8];
254         float offsettexcoord2f[8];
255
256         r_viewport_t viewport;
257 }
258 r_bloomstate;
259
260 r_waterstate_t r_waterstate;
261
262 /// shadow volume bsp struct with automatically growing nodes buffer
263 svbsp_t r_svbsp;
264
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
278
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
281 {
282         char basename[64];
283         rtexture_t *texture;
284 }
285 cubemapinfo_t;
286
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
289
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
293
294 typedef struct r_qwskincache_s
295 {
296         char name[MAX_QPATH];
297         skinframe_t *skinframe;
298 }
299 r_qwskincache_t;
300
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
303
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
308 {
309         0, 0, 0,
310         1, 0, 0,
311         1, 1, 0,
312         0, 1, 0
313 };
314 const float r_d3dscreenvertex3f[12] =
315 {
316         0, 1, 0,
317         1, 1, 0,
318         1, 0, 0,
319         0, 0, 0
320 };
321
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
323 {
324         int i;
325         for (i = 0;i < verts;i++)
326         {
327                 out[0] = in[0] * r;
328                 out[1] = in[1] * g;
329                 out[2] = in[2] * b;
330                 out[3] = in[3];
331                 in += 4;
332                 out += 4;
333         }
334 }
335
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
337 {
338         int i;
339         for (i = 0;i < verts;i++)
340         {
341                 out[0] = r;
342                 out[1] = g;
343                 out[2] = b;
344                 out[3] = a;
345                 out += 4;
346         }
347 }
348
349 // FIXME: move this to client?
350 void FOG_clear(void)
351 {
352         if (gamemode == GAME_NEHAHRA)
353         {
354                 Cvar_Set("gl_fogenable", "0");
355                 Cvar_Set("gl_fogdensity", "0.2");
356                 Cvar_Set("gl_fogred", "0.3");
357                 Cvar_Set("gl_foggreen", "0.3");
358                 Cvar_Set("gl_fogblue", "0.3");
359         }
360         r_refdef.fog_density = 0;
361         r_refdef.fog_red = 0;
362         r_refdef.fog_green = 0;
363         r_refdef.fog_blue = 0;
364         r_refdef.fog_alpha = 1;
365         r_refdef.fog_start = 0;
366         r_refdef.fog_end = 16384;
367         r_refdef.fog_height = 1<<30;
368         r_refdef.fog_fadedepth = 128;
369         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
370 }
371
372 static void R_BuildBlankTextures(void)
373 {
374         unsigned char data[4];
375         data[2] = 128; // normal X
376         data[1] = 128; // normal Y
377         data[0] = 255; // normal Z
378         data[3] = 255; // height
379         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380         data[0] = 255;
381         data[1] = 255;
382         data[2] = 255;
383         data[3] = 255;
384         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385         data[0] = 128;
386         data[1] = 128;
387         data[2] = 128;
388         data[3] = 255;
389         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390         data[0] = 0;
391         data[1] = 0;
392         data[2] = 0;
393         data[3] = 255;
394         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 }
396
397 static void R_BuildNoTexture(void)
398 {
399         int x, y;
400         unsigned char pix[16][16][4];
401         // this makes a light grey/dark grey checkerboard texture
402         for (y = 0;y < 16;y++)
403         {
404                 for (x = 0;x < 16;x++)
405                 {
406                         if ((y < 8) ^ (x < 8))
407                         {
408                                 pix[y][x][0] = 128;
409                                 pix[y][x][1] = 128;
410                                 pix[y][x][2] = 128;
411                                 pix[y][x][3] = 255;
412                         }
413                         else
414                         {
415                                 pix[y][x][0] = 64;
416                                 pix[y][x][1] = 64;
417                                 pix[y][x][2] = 64;
418                                 pix[y][x][3] = 255;
419                         }
420                 }
421         }
422         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
423 }
424
425 static void R_BuildWhiteCube(void)
426 {
427         unsigned char data[6*1*1*4];
428         memset(data, 255, sizeof(data));
429         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
430 }
431
432 static void R_BuildNormalizationCube(void)
433 {
434         int x, y, side;
435         vec3_t v;
436         vec_t s, t, intensity;
437 #define NORMSIZE 64
438         unsigned char *data;
439         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440         for (side = 0;side < 6;side++)
441         {
442                 for (y = 0;y < NORMSIZE;y++)
443                 {
444                         for (x = 0;x < NORMSIZE;x++)
445                         {
446                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448                                 switch(side)
449                                 {
450                                 default:
451                                 case 0:
452                                         v[0] = 1;
453                                         v[1] = -t;
454                                         v[2] = -s;
455                                         break;
456                                 case 1:
457                                         v[0] = -1;
458                                         v[1] = -t;
459                                         v[2] = s;
460                                         break;
461                                 case 2:
462                                         v[0] = s;
463                                         v[1] = 1;
464                                         v[2] = t;
465                                         break;
466                                 case 3:
467                                         v[0] = s;
468                                         v[1] = -1;
469                                         v[2] = -t;
470                                         break;
471                                 case 4:
472                                         v[0] = s;
473                                         v[1] = -t;
474                                         v[2] = 1;
475                                         break;
476                                 case 5:
477                                         v[0] = -s;
478                                         v[1] = -t;
479                                         v[2] = -1;
480                                         break;
481                                 }
482                                 intensity = 127.0f / sqrt(DotProduct(v, v));
483                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486                                 data[((side*64+y)*64+x)*4+3] = 255;
487                         }
488                 }
489         }
490         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
491         Mem_Free(data);
492 }
493
494 static void R_BuildFogTexture(void)
495 {
496         int x, b;
497 #define FOGWIDTH 256
498         unsigned char data1[FOGWIDTH][4];
499         //unsigned char data2[FOGWIDTH][4];
500         double d, r, alpha;
501
502         r_refdef.fogmasktable_start = r_refdef.fog_start;
503         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504         r_refdef.fogmasktable_range = r_refdef.fogrange;
505         r_refdef.fogmasktable_density = r_refdef.fog_density;
506
507         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
509         {
510                 d = (x * r - r_refdef.fogmasktable_start);
511                 if(developer_extra.integer)
512                         Con_DPrintf("%f ", d);
513                 d = max(0, d);
514                 if (r_fog_exp2.integer)
515                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
516                 else
517                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518                 if(developer_extra.integer)
519                         Con_DPrintf(" : %f ", alpha);
520                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521                 if(developer_extra.integer)
522                         Con_DPrintf(" = %f\n", alpha);
523                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
524         }
525
526         for (x = 0;x < FOGWIDTH;x++)
527         {
528                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529                 data1[x][0] = b;
530                 data1[x][1] = b;
531                 data1[x][2] = b;
532                 data1[x][3] = 255;
533                 //data2[x][0] = 255 - b;
534                 //data2[x][1] = 255 - b;
535                 //data2[x][2] = 255 - b;
536                 //data2[x][3] = 255;
537         }
538         if (r_texture_fogattenuation)
539         {
540                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542         }
543         else
544         {
545                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
547         }
548 }
549
550 static void R_BuildFogHeightTexture(void)
551 {
552         unsigned char *inpixels;
553         int size;
554         int x;
555         int y;
556         int j;
557         float c[4];
558         float f;
559         inpixels = NULL;
560         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561         if (r_refdef.fogheighttexturename[0])
562                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
563         if (!inpixels)
564         {
565                 r_refdef.fog_height_tablesize = 0;
566                 if (r_texture_fogheighttexture)
567                         R_FreeTexture(r_texture_fogheighttexture);
568                 r_texture_fogheighttexture = NULL;
569                 if (r_refdef.fog_height_table2d)
570                         Mem_Free(r_refdef.fog_height_table2d);
571                 r_refdef.fog_height_table2d = NULL;
572                 if (r_refdef.fog_height_table1d)
573                         Mem_Free(r_refdef.fog_height_table1d);
574                 r_refdef.fog_height_table1d = NULL;
575                 return;
576         }
577         size = image_width;
578         r_refdef.fog_height_tablesize = size;
579         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
582         Mem_Free(inpixels);
583         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
584         // average fog color table accounting for every fog layer between a point
585         // and the camera.  (Note: attenuation is handled separately!)
586         for (y = 0;y < size;y++)
587         {
588                 for (x = 0;x < size;x++)
589                 {
590                         Vector4Clear(c);
591                         f = 0;
592                         if (x < y)
593                         {
594                                 for (j = x;j <= y;j++)
595                                 {
596                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
597                                         f++;
598                                 }
599                         }
600                         else
601                         {
602                                 for (j = x;j >= y;j--)
603                                 {
604                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605                                         f++;
606                                 }
607                         }
608                         f = 1.0f / f;
609                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
613                 }
614         }
615         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
616 }
617
618 //=======================================================================================================================================================
619
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
622 ;
623
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
626 ;
627
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *vertexfilename;
643         const char *geometryfilename;
644         const char *fragmentfilename;
645         const char *pretext;
646         const char *name;
647 }
648 shadermodeinfo_t;
649
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
652 {
653         {"#define USEDIFFUSE\n", " diffuse"},
654         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655         {"#define USEVIEWTINT\n", " viewtint"},
656         {"#define USECOLORMAPPING\n", " colormapping"},
657         {"#define USESATURATION\n", " saturation"},
658         {"#define USEFOGINSIDE\n", " foginside"},
659         {"#define USEFOGOUTSIDE\n", " fogoutside"},
660         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662         {"#define USEGAMMARAMPS\n", " gammaramps"},
663         {"#define USECUBEFILTER\n", " cubefilter"},
664         {"#define USEGLOW\n", " glow"},
665         {"#define USEBLOOM\n", " bloom"},
666         {"#define USESPECULAR\n", " specular"},
667         {"#define USEPOSTPROCESSING\n", " postprocessing"},
668         {"#define USEREFLECTION\n", " reflection"},
669         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678         {"#define USEALPHAKILL\n", " alphakill"},
679         {"#define USEREFLECTCUBE\n", " reflectcube"},
680         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681         {"#define USEBOUNCEGRID\n", " bouncegrid"},
682         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683         {"#define USETRIPPY\n", " trippy"},
684 };
685
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
688 {
689         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
707 };
708
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
710 {
711         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
729 };
730
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
733 {
734         /// hash lookup data
735         struct r_glsl_permutation_s *hashnext;
736         unsigned int mode;
737         unsigned int permutation;
738
739         /// indicates if we have tried compiling this permutation already
740         qboolean compiled;
741         /// 0 if compilation failed
742         int program;
743         // texture units assigned to each detected uniform
744         int tex_Texture_First;
745         int tex_Texture_Second;
746         int tex_Texture_GammaRamps;
747         int tex_Texture_Normal;
748         int tex_Texture_Color;
749         int tex_Texture_Gloss;
750         int tex_Texture_Glow;
751         int tex_Texture_SecondaryNormal;
752         int tex_Texture_SecondaryColor;
753         int tex_Texture_SecondaryGloss;
754         int tex_Texture_SecondaryGlow;
755         int tex_Texture_Pants;
756         int tex_Texture_Shirt;
757         int tex_Texture_FogHeightTexture;
758         int tex_Texture_FogMask;
759         int tex_Texture_Lightmap;
760         int tex_Texture_Deluxemap;
761         int tex_Texture_Attenuation;
762         int tex_Texture_Cube;
763         int tex_Texture_Refraction;
764         int tex_Texture_Reflection;
765         int tex_Texture_ShadowMap2D;
766         int tex_Texture_CubeProjection;
767         int tex_Texture_ScreenDepth;
768         int tex_Texture_ScreenNormalMap;
769         int tex_Texture_ScreenDiffuse;
770         int tex_Texture_ScreenSpecular;
771         int tex_Texture_ReflectMask;
772         int tex_Texture_ReflectCube;
773         int tex_Texture_BounceGrid;
774         /// locations of detected uniforms in program object, or -1 if not found
775         int loc_Texture_First;
776         int loc_Texture_Second;
777         int loc_Texture_GammaRamps;
778         int loc_Texture_Normal;
779         int loc_Texture_Color;
780         int loc_Texture_Gloss;
781         int loc_Texture_Glow;
782         int loc_Texture_SecondaryNormal;
783         int loc_Texture_SecondaryColor;
784         int loc_Texture_SecondaryGloss;
785         int loc_Texture_SecondaryGlow;
786         int loc_Texture_Pants;
787         int loc_Texture_Shirt;
788         int loc_Texture_FogHeightTexture;
789         int loc_Texture_FogMask;
790         int loc_Texture_Lightmap;
791         int loc_Texture_Deluxemap;
792         int loc_Texture_Attenuation;
793         int loc_Texture_Cube;
794         int loc_Texture_Refraction;
795         int loc_Texture_Reflection;
796         int loc_Texture_ShadowMap2D;
797         int loc_Texture_CubeProjection;
798         int loc_Texture_ScreenDepth;
799         int loc_Texture_ScreenNormalMap;
800         int loc_Texture_ScreenDiffuse;
801         int loc_Texture_ScreenSpecular;
802         int loc_Texture_ReflectMask;
803         int loc_Texture_ReflectCube;
804         int loc_Texture_BounceGrid;
805         int loc_Alpha;
806         int loc_BloomBlur_Parameters;
807         int loc_ClientTime;
808         int loc_Color_Ambient;
809         int loc_Color_Diffuse;
810         int loc_Color_Specular;
811         int loc_Color_Glow;
812         int loc_Color_Pants;
813         int loc_Color_Shirt;
814         int loc_DeferredColor_Ambient;
815         int loc_DeferredColor_Diffuse;
816         int loc_DeferredColor_Specular;
817         int loc_DeferredMod_Diffuse;
818         int loc_DeferredMod_Specular;
819         int loc_DistortScaleRefractReflect;
820         int loc_EyePosition;
821         int loc_FogColor;
822         int loc_FogHeightFade;
823         int loc_FogPlane;
824         int loc_FogPlaneViewDist;
825         int loc_FogRangeRecip;
826         int loc_LightColor;
827         int loc_LightDir;
828         int loc_LightPosition;
829         int loc_OffsetMapping_ScaleSteps;
830         int loc_OffsetMapping_LodDistance;
831         int loc_OffsetMapping_Bias;
832         int loc_PixelSize;
833         int loc_ReflectColor;
834         int loc_ReflectFactor;
835         int loc_ReflectOffset;
836         int loc_RefractColor;
837         int loc_Saturation;
838         int loc_ScreenCenterRefractReflect;
839         int loc_ScreenScaleRefractReflect;
840         int loc_ScreenToDepth;
841         int loc_ShadowMap_Parameters;
842         int loc_ShadowMap_TextureScale;
843         int loc_SpecularPower;
844         int loc_UserVec1;
845         int loc_UserVec2;
846         int loc_UserVec3;
847         int loc_UserVec4;
848         int loc_ViewTintColor;
849         int loc_ViewToLight;
850         int loc_ModelToLight;
851         int loc_TexMatrix;
852         int loc_BackgroundTexMatrix;
853         int loc_ModelViewProjectionMatrix;
854         int loc_ModelViewMatrix;
855         int loc_PixelToScreenTexCoord;
856         int loc_ModelToReflectCube;
857         int loc_ShadowMapMatrix;
858         int loc_BloomColorSubtract;
859         int loc_NormalmapScrollBlend;
860         int loc_BounceGridMatrix;
861         int loc_BounceGridIntensity;
862 }
863 r_glsl_permutation_t;
864
865 #define SHADERPERMUTATION_HASHSIZE 256
866
867
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
870 enum
871 {
872         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
878         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
880 };
881 #define SHADERSTATICPARMS_COUNT 8
882
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
885
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
889 {
890         static int r_compileshader_staticparms_save[1];
891         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
893
894         // detect all
895         if (r_glsl_saturation_redcompensate.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897         if (r_glsl_vertextextureblend_usebothalphas.integer)
898                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899         if (r_shadow_glossexact.integer)
900                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901         if (r_glsl_postprocess.integer)
902         {
903                 if (r_glsl_postprocess_uservec1_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905                 if (r_glsl_postprocess_uservec2_enable.integer)
906                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907                 if (r_glsl_postprocess_uservec3_enable.integer)
908                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909                 if (r_glsl_postprocess_uservec4_enable.integer)
910                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
911         }
912         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
915 }
916
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
920         else \
921                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
923 {
924         shaderstaticparms_count = 0;
925
926         // emit all
927         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
935 }
936
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
943
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
945 {
946         //unsigned int hashdepth = 0;
947         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948         r_glsl_permutation_t *p;
949         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
950         {
951                 if (p->mode == mode && p->permutation == permutation)
952                 {
953                         //if (hashdepth > 10)
954                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955                         return p;
956                 }
957                 //hashdepth++;
958         }
959         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
960         p->mode = mode;
961         p->permutation = permutation;
962         p->hashnext = r_glsl_permutationhash[mode][hashindex];
963         r_glsl_permutationhash[mode][hashindex] = p;
964         //if (hashdepth > 10)
965         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966         return p;
967 }
968
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
970 {
971         char *shaderstring;
972         if (!filename || !filename[0])
973                 return NULL;
974         if (!strcmp(filename, "glsl/default.glsl"))
975         {
976                 if (!glslshaderstring)
977                 {
978                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979                         if (glslshaderstring)
980                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
981                         else
982                                 glslshaderstring = (char *)builtinshaderstring;
983                 }
984                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
986                 return shaderstring;
987         }
988         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
989         if (shaderstring)
990         {
991                 if (printfromdisknotice)
992                         Con_DPrintf("from disk %s... ", filename);
993                 return shaderstring;
994         }
995         return shaderstring;
996 }
997
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
999 {
1000         int i;
1001         int sampler;
1002         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003         char *vertexstring, *geometrystring, *fragmentstring;
1004         char permutationname[256];
1005         int vertstrings_count = 0;
1006         int geomstrings_count = 0;
1007         int fragstrings_count = 0;
1008         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1011
1012         if (p->compiled)
1013                 return;
1014         p->compiled = true;
1015         p->program = 0;
1016
1017         permutationname[0] = 0;
1018         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1021
1022         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1023
1024         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025         if(vid.support.gl20shaders130)
1026         {
1027                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1033         }
1034
1035         // the first pretext is which type of shader to compile as
1036         // (later these will all be bound together as a program object)
1037         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1040
1041         // the second pretext is the mode (for example a light source)
1042         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1046
1047         // now add all the permutation pretexts
1048         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1049         {
1050                 if (permutation & (1<<i))
1051                 {
1052                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1056                 }
1057                 else
1058                 {
1059                         // keep line numbers correct
1060                         vertstrings_list[vertstrings_count++] = "\n";
1061                         geomstrings_list[geomstrings_count++] = "\n";
1062                         fragstrings_list[fragstrings_count++] = "\n";
1063                 }
1064         }
1065
1066         // add static parms
1067         R_CompileShader_AddStaticParms(mode, permutation);
1068         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069         vertstrings_count += shaderstaticparms_count;
1070         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071         geomstrings_count += shaderstaticparms_count;
1072         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073         fragstrings_count += shaderstaticparms_count;
1074
1075         // now append the shader text itself
1076         vertstrings_list[vertstrings_count++] = vertexstring;
1077         geomstrings_list[geomstrings_count++] = geometrystring;
1078         fragstrings_list[fragstrings_count++] = fragmentstring;
1079
1080         // if any sources were NULL, clear the respective list
1081         if (!vertexstring)
1082                 vertstrings_count = 0;
1083         if (!geometrystring)
1084                 geomstrings_count = 0;
1085         if (!fragmentstring)
1086                 fragstrings_count = 0;
1087
1088         // compile the shader program
1089         if (vertstrings_count + geomstrings_count + fragstrings_count)
1090                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1091         if (p->program)
1092         {
1093                 CHECKGLERROR
1094                 qglUseProgram(p->program);CHECKGLERROR
1095                 // look up all the uniform variable names we care about, so we don't
1096                 // have to look them up every time we set them
1097
1098                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1099                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1100                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1102                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1103                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1104                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1105                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1110                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1111                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1113                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1117                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1118                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1119                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1129                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1131                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1132                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1133                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1134                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1135                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1136                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1137                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1144                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1145                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1146                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1147                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1149                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1150                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1151                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1152                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1156                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1157                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1158                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1159                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1160                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1161                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1164                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1167                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1168                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1169                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1170                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1171                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1172                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1173                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1174                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1175                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185                 // initialize the samplers to refer to the texture units we use
1186                 p->tex_Texture_First = -1;
1187                 p->tex_Texture_Second = -1;
1188                 p->tex_Texture_GammaRamps = -1;
1189                 p->tex_Texture_Normal = -1;
1190                 p->tex_Texture_Color = -1;
1191                 p->tex_Texture_Gloss = -1;
1192                 p->tex_Texture_Glow = -1;
1193                 p->tex_Texture_SecondaryNormal = -1;
1194                 p->tex_Texture_SecondaryColor = -1;
1195                 p->tex_Texture_SecondaryGloss = -1;
1196                 p->tex_Texture_SecondaryGlow = -1;
1197                 p->tex_Texture_Pants = -1;
1198                 p->tex_Texture_Shirt = -1;
1199                 p->tex_Texture_FogHeightTexture = -1;
1200                 p->tex_Texture_FogMask = -1;
1201                 p->tex_Texture_Lightmap = -1;
1202                 p->tex_Texture_Deluxemap = -1;
1203                 p->tex_Texture_Attenuation = -1;
1204                 p->tex_Texture_Cube = -1;
1205                 p->tex_Texture_Refraction = -1;
1206                 p->tex_Texture_Reflection = -1;
1207                 p->tex_Texture_ShadowMap2D = -1;
1208                 p->tex_Texture_CubeProjection = -1;
1209                 p->tex_Texture_ScreenDepth = -1;
1210                 p->tex_Texture_ScreenNormalMap = -1;
1211                 p->tex_Texture_ScreenDiffuse = -1;
1212                 p->tex_Texture_ScreenSpecular = -1;
1213                 p->tex_Texture_ReflectMask = -1;
1214                 p->tex_Texture_ReflectCube = -1;
1215                 p->tex_Texture_BounceGrid = -1;
1216                 sampler = 0;
1217                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1218                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1219                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1220                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1221                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1222                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1223                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1224                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1226                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1227                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1228                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1229                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1230                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1232                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1233                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1234                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1235                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1236                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1237                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1238                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1239                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1240                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1241                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1243                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1244                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1245                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1246                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1247                 CHECKGLERROR
1248                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1249         }
1250         else
1251                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1252
1253         // free the strings
1254         if (vertexstring)
1255                 Mem_Free(vertexstring);
1256         if (geometrystring)
1257                 Mem_Free(geometrystring);
1258         if (fragmentstring)
1259                 Mem_Free(fragmentstring);
1260 }
1261
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1263 {
1264         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265         if (r_glsl_permutation != perm)
1266         {
1267                 r_glsl_permutation = perm;
1268                 if (!r_glsl_permutation->program)
1269                 {
1270                         if (!r_glsl_permutation->compiled)
1271                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1272                         if (!r_glsl_permutation->program)
1273                         {
1274                                 // remove features until we find a valid permutation
1275                                 int i;
1276                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277                                 {
1278                                         // reduce i more quickly whenever it would not remove any bits
1279                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280                                         if (!(permutation & j))
1281                                                 continue;
1282                                         permutation -= j;
1283                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284                                         if (!r_glsl_permutation->compiled)
1285                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1286                                         if (r_glsl_permutation->program)
1287                                                 break;
1288                                 }
1289                                 if (i >= SHADERPERMUTATION_COUNT)
1290                                 {
1291                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293                                         qglUseProgram(0);CHECKGLERROR
1294                                         return; // no bit left to clear, entire mode is broken
1295                                 }
1296                         }
1297                 }
1298                 CHECKGLERROR
1299                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1300         }
1301         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1304 }
1305
1306 #ifdef SUPPORTD3D
1307
1308 #ifdef SUPPORTD3D
1309 #include <d3d9.h>
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1312 #endif
1313
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1316 {
1317         /// hash lookup data
1318         struct r_hlsl_permutation_s *hashnext;
1319         unsigned int mode;
1320         unsigned int permutation;
1321
1322         /// indicates if we have tried compiling this permutation already
1323         qboolean compiled;
1324         /// NULL if compilation failed
1325         IDirect3DVertexShader9 *vertexshader;
1326         IDirect3DPixelShader9 *pixelshader;
1327 }
1328 r_hlsl_permutation_t;
1329
1330 typedef enum D3DVSREGISTER_e
1331 {
1332         D3DVSREGISTER_TexMatrix = 0, // float4x4
1333         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337         D3DVSREGISTER_ModelToLight = 20, // float4x4
1338         D3DVSREGISTER_EyePosition = 24,
1339         D3DVSREGISTER_FogPlane = 25,
1340         D3DVSREGISTER_LightDir = 26,
1341         D3DVSREGISTER_LightPosition = 27,
1342 }
1343 D3DVSREGISTER_t;
1344
1345 typedef enum D3DPSREGISTER_e
1346 {
1347         D3DPSREGISTER_Alpha = 0,
1348         D3DPSREGISTER_BloomBlur_Parameters = 1,
1349         D3DPSREGISTER_ClientTime = 2,
1350         D3DPSREGISTER_Color_Ambient = 3,
1351         D3DPSREGISTER_Color_Diffuse = 4,
1352         D3DPSREGISTER_Color_Specular = 5,
1353         D3DPSREGISTER_Color_Glow = 6,
1354         D3DPSREGISTER_Color_Pants = 7,
1355         D3DPSREGISTER_Color_Shirt = 8,
1356         D3DPSREGISTER_DeferredColor_Ambient = 9,
1357         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358         D3DPSREGISTER_DeferredColor_Specular = 11,
1359         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360         D3DPSREGISTER_DeferredMod_Specular = 13,
1361         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362         D3DPSREGISTER_EyePosition = 15, // unused
1363         D3DPSREGISTER_FogColor = 16,
1364         D3DPSREGISTER_FogHeightFade = 17,
1365         D3DPSREGISTER_FogPlane = 18,
1366         D3DPSREGISTER_FogPlaneViewDist = 19,
1367         D3DPSREGISTER_FogRangeRecip = 20,
1368         D3DPSREGISTER_LightColor = 21,
1369         D3DPSREGISTER_LightDir = 22, // unused
1370         D3DPSREGISTER_LightPosition = 23,
1371         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372         D3DPSREGISTER_PixelSize = 25,
1373         D3DPSREGISTER_ReflectColor = 26,
1374         D3DPSREGISTER_ReflectFactor = 27,
1375         D3DPSREGISTER_ReflectOffset = 28,
1376         D3DPSREGISTER_RefractColor = 29,
1377         D3DPSREGISTER_Saturation = 30,
1378         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380         D3DPSREGISTER_ScreenToDepth = 33,
1381         D3DPSREGISTER_ShadowMap_Parameters = 34,
1382         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383         D3DPSREGISTER_SpecularPower = 36,
1384         D3DPSREGISTER_UserVec1 = 37,
1385         D3DPSREGISTER_UserVec2 = 38,
1386         D3DPSREGISTER_UserVec3 = 39,
1387         D3DPSREGISTER_UserVec4 = 40,
1388         D3DPSREGISTER_ViewTintColor = 41,
1389         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390         D3DPSREGISTER_BloomColorSubtract = 43,
1391         D3DPSREGISTER_ViewToLight = 44, // float4x4
1392         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393         D3DPSREGISTER_NormalmapScrollBlend = 52,
1394         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395         D3DPSREGISTER_OffsetMapping_Bias = 54,
1396         // next at 54
1397 }
1398 D3DPSREGISTER_t;
1399
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1406
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1408 {
1409         //unsigned int hashdepth = 0;
1410         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411         r_hlsl_permutation_t *p;
1412         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1413         {
1414                 if (p->mode == mode && p->permutation == permutation)
1415                 {
1416                         //if (hashdepth > 10)
1417                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1418                         return p;
1419                 }
1420                 //hashdepth++;
1421         }
1422         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1423         p->mode = mode;
1424         p->permutation = permutation;
1425         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426         r_hlsl_permutationhash[mode][hashindex] = p;
1427         //if (hashdepth > 10)
1428         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1429         return p;
1430 }
1431
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1433 {
1434         char *shaderstring;
1435         if (!filename || !filename[0])
1436                 return NULL;
1437         if (!strcmp(filename, "hlsl/default.hlsl"))
1438         {
1439                 if (!hlslshaderstring)
1440                 {
1441                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442                         if (hlslshaderstring)
1443                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1444                         else
1445                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1446                 }
1447                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449                 return shaderstring;
1450         }
1451         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1452         if (shaderstring)
1453         {
1454                 if (printfromdisknotice)
1455                         Con_DPrintf("from disk %s... ", filename);
1456                 return shaderstring;
1457         }
1458         return shaderstring;
1459 }
1460
1461 #include <d3dx9.h>
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1464
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1466 {
1467         DWORD *vsbin = NULL;
1468         DWORD *psbin = NULL;
1469         fs_offset_t vsbinsize;
1470         fs_offset_t psbinsize;
1471 //      IDirect3DVertexShader9 *vs = NULL;
1472 //      IDirect3DPixelShader9 *ps = NULL;
1473         ID3DXBuffer *vslog = NULL;
1474         ID3DXBuffer *vsbuffer = NULL;
1475         ID3DXConstantTable *vsconstanttable = NULL;
1476         ID3DXBuffer *pslog = NULL;
1477         ID3DXBuffer *psbuffer = NULL;
1478         ID3DXConstantTable *psconstanttable = NULL;
1479         int vsresult = 0;
1480         int psresult = 0;
1481         char temp[MAX_INPUTLINE];
1482         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483         qboolean debugshader = gl_paranoid.integer != 0;
1484         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1486         if (!debugshader)
1487         {
1488                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1490         }
1491         if ((!vsbin && vertstring) || (!psbin && fragstring))
1492         {
1493                 const char* dllnames_d3dx9 [] =
1494                 {
1495                         "d3dx9_43.dll",
1496                         "d3dx9_42.dll",
1497                         "d3dx9_41.dll",
1498                         "d3dx9_40.dll",
1499                         "d3dx9_39.dll",
1500                         "d3dx9_38.dll",
1501                         "d3dx9_37.dll",
1502                         "d3dx9_36.dll",
1503                         "d3dx9_35.dll",
1504                         "d3dx9_34.dll",
1505                         "d3dx9_33.dll",
1506                         "d3dx9_32.dll",
1507                         "d3dx9_31.dll",
1508                         "d3dx9_30.dll",
1509                         "d3dx9_29.dll",
1510                         "d3dx9_28.dll",
1511                         "d3dx9_27.dll",
1512                         "d3dx9_26.dll",
1513                         "d3dx9_25.dll",
1514                         "d3dx9_24.dll",
1515                         NULL
1516                 };
1517                 dllhandle_t d3dx9_dll = NULL;
1518                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521                 dllfunction_t d3dx9_dllfuncs[] =
1522                 {
1523                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1524                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1525                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1526                         {NULL, NULL}
1527                 };
1528                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1529                 {
1530                         DWORD shaderflags = 0;
1531                         if (debugshader)
1532                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535                         if (vertstring && vertstring[0])
1536                         {
1537                                 if (debugshader)
1538                                 {
1539 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1543                                 }
1544                                 else
1545                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546                                 if (vsbuffer)
1547                                 {
1548                                         vsbinsize = vsbuffer->GetBufferSize();
1549                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551                                         vsbuffer->Release();
1552                                 }
1553                                 if (vslog)
1554                                 {
1555                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1557                                         vslog->Release();
1558                                 }
1559                         }
1560                         if (fragstring && fragstring[0])
1561                         {
1562                                 if (debugshader)
1563                                 {
1564 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1568                                 }
1569                                 else
1570                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1571                                 if (psbuffer)
1572                                 {
1573                                         psbinsize = psbuffer->GetBufferSize();
1574                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576                                         psbuffer->Release();
1577                                 }
1578                                 if (pslog)
1579                                 {
1580                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1582                                         pslog->Release();
1583                                 }
1584                         }
1585                         Sys_UnloadLibrary(&d3dx9_dll);
1586                 }
1587                 else
1588                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1589         }
1590         if (vsbin && psbin)
1591         {
1592                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593                 if (FAILED(vsresult))
1594                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596                 if (FAILED(psresult))
1597                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1598         }
1599         // free the shader data
1600         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1602 }
1603
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1605 {
1606         int i;
1607         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608         int vertstring_length = 0;
1609         int geomstring_length = 0;
1610         int fragstring_length = 0;
1611         char *t;
1612         char *vertexstring, *geometrystring, *fragmentstring;
1613         char *vertstring, *geomstring, *fragstring;
1614         char permutationname[256];
1615         char cachename[256];
1616         int vertstrings_count = 0;
1617         int geomstrings_count = 0;
1618         int fragstrings_count = 0;
1619         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1622
1623         if (p->compiled)
1624                 return;
1625         p->compiled = true;
1626         p->vertexshader = NULL;
1627         p->pixelshader = NULL;
1628
1629         permutationname[0] = 0;
1630         cachename[0] = 0;
1631         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1634
1635         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636         strlcat(cachename, "hlsl/", sizeof(cachename));
1637
1638         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639         vertstrings_count = 0;
1640         geomstrings_count = 0;
1641         fragstrings_count = 0;
1642         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1645
1646         // the first pretext is which type of shader to compile as
1647         // (later these will all be bound together as a program object)
1648         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1651
1652         // the second pretext is the mode (for example a light source)
1653         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657         strlcat(cachename, modeinfo->name, sizeof(cachename));
1658
1659         // now add all the permutation pretexts
1660         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1661         {
1662                 if (permutation & (1<<i))
1663                 {
1664                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1669                 }
1670                 else
1671                 {
1672                         // keep line numbers correct
1673                         vertstrings_list[vertstrings_count++] = "\n";
1674                         geomstrings_list[geomstrings_count++] = "\n";
1675                         fragstrings_list[fragstrings_count++] = "\n";
1676                 }
1677         }
1678
1679         // add static parms
1680         R_CompileShader_AddStaticParms(mode, permutation);
1681         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682         vertstrings_count += shaderstaticparms_count;
1683         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684         geomstrings_count += shaderstaticparms_count;
1685         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686         fragstrings_count += shaderstaticparms_count;
1687
1688         // replace spaces in the cachename with _ characters
1689         for (i = 0;cachename[i];i++)
1690                 if (cachename[i] == ' ')
1691                         cachename[i] = '_';
1692
1693         // now append the shader text itself
1694         vertstrings_list[vertstrings_count++] = vertexstring;
1695         geomstrings_list[geomstrings_count++] = geometrystring;
1696         fragstrings_list[fragstrings_count++] = fragmentstring;
1697
1698         // if any sources were NULL, clear the respective list
1699         if (!vertexstring)
1700                 vertstrings_count = 0;
1701         if (!geometrystring)
1702                 geomstrings_count = 0;
1703         if (!fragmentstring)
1704                 fragstrings_count = 0;
1705
1706         vertstring_length = 0;
1707         for (i = 0;i < vertstrings_count;i++)
1708                 vertstring_length += strlen(vertstrings_list[i]);
1709         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1712
1713         geomstring_length = 0;
1714         for (i = 0;i < geomstrings_count;i++)
1715                 geomstring_length += strlen(geomstrings_list[i]);
1716         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1719
1720         fragstring_length = 0;
1721         for (i = 0;i < fragstrings_count;i++)
1722                 fragstring_length += strlen(fragstrings_list[i]);
1723         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1726
1727         // try to load the cached shader, or generate one
1728         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1729
1730         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1732         else
1733                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1734
1735         // free the strings
1736         if (vertstring)
1737                 Mem_Free(vertstring);
1738         if (geomstring)
1739                 Mem_Free(geomstring);
1740         if (fragstring)
1741                 Mem_Free(fragstring);
1742         if (vertexstring)
1743                 Mem_Free(vertexstring);
1744         if (geometrystring)
1745                 Mem_Free(geometrystring);
1746         if (fragmentstring)
1747                 Mem_Free(fragmentstring);
1748 }
1749
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1765 {
1766         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767         if (r_hlsl_permutation != perm)
1768         {
1769                 r_hlsl_permutation = perm;
1770                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1771                 {
1772                         if (!r_hlsl_permutation->compiled)
1773                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1774                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775                         {
1776                                 // remove features until we find a valid permutation
1777                                 int i;
1778                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779                                 {
1780                                         // reduce i more quickly whenever it would not remove any bits
1781                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782                                         if (!(permutation & j))
1783                                                 continue;
1784                                         permutation -= j;
1785                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786                                         if (!r_hlsl_permutation->compiled)
1787                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1788                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1789                                                 break;
1790                                 }
1791                                 if (i >= SHADERPERMUTATION_COUNT)
1792                                 {
1793                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795                                         return; // no bit left to clear, entire mode is broken
1796                                 }
1797                         }
1798                 }
1799                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1801         }
1802         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1805 }
1806 #endif
1807
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1809 {
1810         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1814 }
1815
1816 void R_GLSL_Restart_f(void)
1817 {
1818         unsigned int i, limit;
1819         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820                 Mem_Free(glslshaderstring);
1821         glslshaderstring = NULL;
1822         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823                 Mem_Free(hlslshaderstring);
1824         hlslshaderstring = NULL;
1825         switch(vid.renderpath)
1826         {
1827         case RENDERPATH_D3D9:
1828 #ifdef SUPPORTD3D
1829                 {
1830                         r_hlsl_permutation_t *p;
1831                         r_hlsl_permutation = NULL;
1832                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833                         for (i = 0;i < limit;i++)
1834                         {
1835                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1836                                 {
1837                                         if (p->vertexshader)
1838                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1839                                         if (p->pixelshader)
1840                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1841                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1842                                 }
1843                         }
1844                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1845                 }
1846 #endif
1847                 break;
1848         case RENDERPATH_D3D10:
1849                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850                 break;
1851         case RENDERPATH_D3D11:
1852                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853                 break;
1854         case RENDERPATH_GL20:
1855         case RENDERPATH_GLES2:
1856                 {
1857                         r_glsl_permutation_t *p;
1858                         r_glsl_permutation = NULL;
1859                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860                         for (i = 0;i < limit;i++)
1861                         {
1862                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1863                                 {
1864                                         GL_Backend_FreeProgram(p->program);
1865                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1866                                 }
1867                         }
1868                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1869                 }
1870                 break;
1871         case RENDERPATH_GL11:
1872         case RENDERPATH_GL13:
1873         case RENDERPATH_GLES1:
1874                 break;
1875         case RENDERPATH_SOFT:
1876                 break;
1877         }
1878 }
1879
1880 void R_GLSL_DumpShader_f(void)
1881 {
1882         int i;
1883         qfile_t *file;
1884
1885         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1886         if (file)
1887         {
1888                 FS_Print(file, "/* The engine may define the following macros:\n");
1889                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890                 for (i = 0;i < SHADERMODE_COUNT;i++)
1891                         FS_Print(file, glslshadermodeinfo[i].pretext);
1892                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893                         FS_Print(file, shaderpermutationinfo[i].pretext);
1894                 FS_Print(file, "*/\n");
1895                 FS_Print(file, builtinshaderstring);
1896                 FS_Close(file);
1897                 Con_Printf("glsl/default.glsl written\n");
1898         }
1899         else
1900                 Con_Printf("failed to write to glsl/default.glsl\n");
1901
1902         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1903         if (file)
1904         {
1905                 FS_Print(file, "/* The engine may define the following macros:\n");
1906                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907                 for (i = 0;i < SHADERMODE_COUNT;i++)
1908                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1909                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910                         FS_Print(file, shaderpermutationinfo[i].pretext);
1911                 FS_Print(file, "*/\n");
1912                 FS_Print(file, builtinhlslshaderstring);
1913                 FS_Close(file);
1914                 Con_Printf("hlsl/default.hlsl written\n");
1915         }
1916         else
1917                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1918 }
1919
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1921 {
1922         unsigned int permutation = 0;
1923         if (r_trippy.integer && !notrippy)
1924                 permutation |= SHADERPERMUTATION_TRIPPY;
1925         permutation |= SHADERPERMUTATION_VIEWTINT;
1926         if (first)
1927                 permutation |= SHADERPERMUTATION_DIFFUSE;
1928         if (second)
1929                 permutation |= SHADERPERMUTATION_SPECULAR;
1930         if (texturemode == GL_MODULATE)
1931                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932         else if (texturemode == GL_ADD)
1933                 permutation |= SHADERPERMUTATION_GLOW;
1934         else if (texturemode == GL_DECAL)
1935                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1938         if (!second)
1939                 texturemode = GL_MODULATE;
1940         if (vid.allowalphatocoverage)
1941                 GL_AlphaToCoverage(false);
1942         switch (vid.renderpath)
1943         {
1944         case RENDERPATH_D3D9:
1945 #ifdef SUPPORTD3D
1946                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947                 R_Mesh_TexBind(GL20TU_FIRST , first );
1948                 R_Mesh_TexBind(GL20TU_SECOND, second);
1949                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1951 #endif
1952                 break;
1953         case RENDERPATH_D3D10:
1954                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1955                 break;
1956         case RENDERPATH_D3D11:
1957                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1958                 break;
1959         case RENDERPATH_GL20:
1960         case RENDERPATH_GLES2:
1961                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1966                 break;
1967         case RENDERPATH_GL13:
1968         case RENDERPATH_GLES1:
1969                 R_Mesh_TexBind(0, first );
1970                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971                 R_Mesh_TexBind(1, second);
1972                 if (second)
1973                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1974                 break;
1975         case RENDERPATH_GL11:
1976                 R_Mesh_TexBind(0, first );
1977                 break;
1978         case RENDERPATH_SOFT:
1979                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980                 R_Mesh_TexBind(GL20TU_FIRST , first );
1981                 R_Mesh_TexBind(GL20TU_SECOND, second);
1982                 break;
1983         }
1984 }
1985
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1987 {
1988         unsigned int permutation = 0;
1989         if (r_trippy.integer && !notrippy)
1990                 permutation |= SHADERPERMUTATION_TRIPPY;
1991         if (vid.allowalphatocoverage)
1992                 GL_AlphaToCoverage(false);
1993         switch (vid.renderpath)
1994         {
1995         case RENDERPATH_D3D9:
1996 #ifdef SUPPORTD3D
1997                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1998 #endif
1999                 break;
2000         case RENDERPATH_D3D10:
2001                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002                 break;
2003         case RENDERPATH_D3D11:
2004                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2005                 break;
2006         case RENDERPATH_GL20:
2007         case RENDERPATH_GLES2:
2008                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2009                 break;
2010         case RENDERPATH_GL13:
2011         case RENDERPATH_GLES1:
2012                 R_Mesh_TexBind(0, 0);
2013                 R_Mesh_TexBind(1, 0);
2014                 break;
2015         case RENDERPATH_GL11:
2016                 R_Mesh_TexBind(0, 0);
2017                 break;
2018         case RENDERPATH_SOFT:
2019                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2020                 break;
2021         }
2022 }
2023
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2025 {
2026         int permutation = 0;
2027         if (r_trippy.integer && !notrippy)
2028                 permutation |= SHADERPERMUTATION_TRIPPY;
2029         if (vid.allowalphatocoverage)
2030                 GL_AlphaToCoverage(false);
2031         switch (vid.renderpath)
2032         {
2033         case RENDERPATH_D3D9:
2034 #ifdef SUPPORTHLSL
2035                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2036 #endif
2037                 break;
2038         case RENDERPATH_D3D10:
2039                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2040                 break;
2041         case RENDERPATH_D3D11:
2042                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2043                 break;
2044         case RENDERPATH_GL20:
2045         case RENDERPATH_GLES2:
2046                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2047                 break;
2048         case RENDERPATH_GL13:
2049         case RENDERPATH_GLES1:
2050                 break;
2051         case RENDERPATH_GL11:
2052                 break;
2053         case RENDERPATH_SOFT:
2054                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2055                 break;
2056         }
2057 }
2058
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2083
2084 #define BLENDFUNC_ALLOWS_COLORMOD      1
2085 #define BLENDFUNC_ALLOWS_FOG           2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2090 {
2091         int r = 0;
2092
2093         // a blendfunc allows colormod if:
2094         // a) it can never keep the destination pixel invariant, or
2095         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096         // this is to prevent unintended side effects from colormod
2097
2098         // a blendfunc allows fog if:
2099         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100         // this is to prevent unintended side effects from fog
2101
2102         // these checks are the output of fogeval.pl
2103
2104         r |= BLENDFUNC_ALLOWS_COLORMOD;
2105         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2126
2127         return r;
2128 }
2129
2130 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2131 {
2132         // select a permutation of the lighting shader appropriate to this
2133         // combination of texture, entity, light source, and fogging, only use the
2134         // minimum features necessary to avoid wasting rendering time in the
2135         // fragment shader on features that are not being used
2136         unsigned int permutation = 0;
2137         unsigned int mode = 0;
2138         int blendfuncflags;
2139         static float dummy_colormod[3] = {1, 1, 1};
2140         float *colormod = rsurface.colormod;
2141         float m16f[16];
2142         matrix4x4_t tempmatrix;
2143         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144         if (r_trippy.integer && !notrippy)
2145                 permutation |= SHADERPERMUTATION_TRIPPY;
2146         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150         if (rsurfacepass == RSURFPASS_BACKGROUND)
2151         {
2152                 // distorted background
2153                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2154                 {
2155                         mode = SHADERMODE_WATER;
2156                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2157                         {
2158                                 // this is the right thing to do for wateralpha
2159                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2160                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2161                         }
2162                         else
2163                         {
2164                                 // this is the right thing to do for entity alpha
2165                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167                         }
2168                 }
2169                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2170                 {
2171                         mode = SHADERMODE_REFRACTION;
2172                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174                 }
2175                 else
2176                 {
2177                         mode = SHADERMODE_GENERIC;
2178                         permutation |= SHADERPERMUTATION_DIFFUSE;
2179                         GL_BlendFunc(GL_ONE, GL_ZERO);
2180                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2181                 }
2182                 if (vid.allowalphatocoverage)
2183                         GL_AlphaToCoverage(false);
2184         }
2185         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2186         {
2187                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2188                 {
2189                         switch(rsurface.texture->offsetmapping)
2190                         {
2191                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194                         case OFFSETMAPPING_OFF: break;
2195                         }
2196                 }
2197                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199                 // normalmap (deferred prepass), may use alpha test on diffuse
2200                 mode = SHADERMODE_DEFERREDGEOMETRY;
2201                 GL_BlendFunc(GL_ONE, GL_ZERO);
2202                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203                 if (vid.allowalphatocoverage)
2204                         GL_AlphaToCoverage(false);
2205         }
2206         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2207         {
2208                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2209                 {
2210                         switch(rsurface.texture->offsetmapping)
2211                         {
2212                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215                         case OFFSETMAPPING_OFF: break;
2216                         }
2217                 }
2218                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2220                 // light source
2221                 mode = SHADERMODE_LIGHTSOURCE;
2222                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2224                 if (diffusescale > 0)
2225                         permutation |= SHADERPERMUTATION_DIFFUSE;
2226                 if (specularscale > 0)
2227                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228                 if (r_refdef.fogenabled)
2229                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230                 if (rsurface.texture->colormapping)
2231                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2232                 if (r_shadow_usingshadowmap2d)
2233                 {
2234                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235                         if(r_shadow_shadowmapvsdct)
2236                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237
2238                         if (r_shadow_shadowmapsampler)
2239                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240                         if (r_shadow_shadowmappcf > 1)
2241                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242                         else if (r_shadow_shadowmappcf)
2243                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2244                 }
2245                 if (rsurface.texture->reflectmasktexture)
2246                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249                 if (vid.allowalphatocoverage)
2250                         GL_AlphaToCoverage(false);
2251         }
2252         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2253         {
2254                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2255                 {
2256                         switch(rsurface.texture->offsetmapping)
2257                         {
2258                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261                         case OFFSETMAPPING_OFF: break;
2262                         }
2263                 }
2264                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266                 // unshaded geometry (fullbright or ambient model lighting)
2267                 mode = SHADERMODE_FLATCOLOR;
2268                 ambientscale = diffusescale = specularscale = 0;
2269                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270                         permutation |= SHADERPERMUTATION_GLOW;
2271                 if (r_refdef.fogenabled)
2272                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273                 if (rsurface.texture->colormapping)
2274                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2275                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2276                 {
2277                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2279
2280                         if (r_shadow_shadowmapsampler)
2281                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282                         if (r_shadow_shadowmappcf > 1)
2283                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284                         else if (r_shadow_shadowmappcf)
2285                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2286                 }
2287                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288                         permutation |= SHADERPERMUTATION_REFLECTION;
2289                 if (rsurface.texture->reflectmasktexture)
2290                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293                 // when using alphatocoverage, we don't need alphakill
2294                 if (vid.allowalphatocoverage)
2295                 {
2296                         if (r_transparent_alphatocoverage.integer)
2297                         {
2298                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2300                         }
2301                         else
2302                                 GL_AlphaToCoverage(false);
2303                 }
2304         }
2305         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2306         {
2307                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2308                 {
2309                         switch(rsurface.texture->offsetmapping)
2310                         {
2311                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314                         case OFFSETMAPPING_OFF: break;
2315                         }
2316                 }
2317                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319                 // directional model lighting
2320                 mode = SHADERMODE_LIGHTDIRECTION;
2321                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322                         permutation |= SHADERPERMUTATION_GLOW;
2323                 permutation |= SHADERPERMUTATION_DIFFUSE;
2324                 if (specularscale > 0)
2325                         permutation |= SHADERPERMUTATION_SPECULAR;
2326                 if (r_refdef.fogenabled)
2327                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328                 if (rsurface.texture->colormapping)
2329                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2330                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2331                 {
2332                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2334
2335                         if (r_shadow_shadowmapsampler)
2336                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337                         if (r_shadow_shadowmappcf > 1)
2338                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339                         else if (r_shadow_shadowmappcf)
2340                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2341                 }
2342                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343                         permutation |= SHADERPERMUTATION_REFLECTION;
2344                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346                 if (rsurface.texture->reflectmasktexture)
2347                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2349                 {
2350                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351                         if (r_shadow_bouncegriddirectional)
2352                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2353                 }
2354                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356                 // when using alphatocoverage, we don't need alphakill
2357                 if (vid.allowalphatocoverage)
2358                 {
2359                         if (r_transparent_alphatocoverage.integer)
2360                         {
2361                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2363                         }
2364                         else
2365                                 GL_AlphaToCoverage(false);
2366                 }
2367         }
2368         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2369         {
2370                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2371                 {
2372                         switch(rsurface.texture->offsetmapping)
2373                         {
2374                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377                         case OFFSETMAPPING_OFF: break;
2378                         }
2379                 }
2380                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382                 // ambient model lighting
2383                 mode = SHADERMODE_LIGHTDIRECTION;
2384                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385                         permutation |= SHADERPERMUTATION_GLOW;
2386                 if (r_refdef.fogenabled)
2387                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388                 if (rsurface.texture->colormapping)
2389                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2390                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2391                 {
2392                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2394
2395                         if (r_shadow_shadowmapsampler)
2396                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397                         if (r_shadow_shadowmappcf > 1)
2398                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399                         else if (r_shadow_shadowmappcf)
2400                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2401                 }
2402                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403                         permutation |= SHADERPERMUTATION_REFLECTION;
2404                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406                 if (rsurface.texture->reflectmasktexture)
2407                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2409                 {
2410                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411                         if (r_shadow_bouncegriddirectional)
2412                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2413                 }
2414                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416                 // when using alphatocoverage, we don't need alphakill
2417                 if (vid.allowalphatocoverage)
2418                 {
2419                         if (r_transparent_alphatocoverage.integer)
2420                         {
2421                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2423                         }
2424                         else
2425                                 GL_AlphaToCoverage(false);
2426                 }
2427         }
2428         else
2429         {
2430                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2431                 {
2432                         switch(rsurface.texture->offsetmapping)
2433                         {
2434                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437                         case OFFSETMAPPING_OFF: break;
2438                         }
2439                 }
2440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2442                 // lightmapped wall
2443                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444                         permutation |= SHADERPERMUTATION_GLOW;
2445                 if (r_refdef.fogenabled)
2446                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447                 if (rsurface.texture->colormapping)
2448                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2449                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2450                 {
2451                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2453
2454                         if (r_shadow_shadowmapsampler)
2455                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456                         if (r_shadow_shadowmappcf > 1)
2457                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458                         else if (r_shadow_shadowmappcf)
2459                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2460                 }
2461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462                         permutation |= SHADERPERMUTATION_REFLECTION;
2463                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465                 if (rsurface.texture->reflectmasktexture)
2466                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467                 if (FAKELIGHT_ENABLED)
2468                 {
2469                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470                         mode = SHADERMODE_FAKELIGHT;
2471                         permutation |= SHADERPERMUTATION_DIFFUSE;
2472                         if (specularscale > 0)
2473                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2474                 }
2475                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2476                 {
2477                         // deluxemapping (light direction texture)
2478                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2480                         else
2481                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482                         permutation |= SHADERPERMUTATION_DIFFUSE;
2483                         if (specularscale > 0)
2484                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2485                 }
2486                 else if (r_glsl_deluxemapping.integer >= 2)
2487                 {
2488                         // fake deluxemapping (uniform light direction in tangentspace)
2489                         if (rsurface.uselightmaptexture)
2490                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2491                         else
2492                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493                         permutation |= SHADERPERMUTATION_DIFFUSE;
2494                         if (specularscale > 0)
2495                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2496                 }
2497                 else if (rsurface.uselightmaptexture)
2498                 {
2499                         // ordinary lightmapping (q1bsp, q3bsp)
2500                         mode = SHADERMODE_LIGHTMAP;
2501                 }
2502                 else
2503                 {
2504                         // ordinary vertex coloring (q3bsp)
2505                         mode = SHADERMODE_VERTEXCOLOR;
2506                 }
2507                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2508                 {
2509                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510                         if (r_shadow_bouncegriddirectional)
2511                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2512                 }
2513                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515                 // when using alphatocoverage, we don't need alphakill
2516                 if (vid.allowalphatocoverage)
2517                 {
2518                         if (r_transparent_alphatocoverage.integer)
2519                         {
2520                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2522                         }
2523                         else
2524                                 GL_AlphaToCoverage(false);
2525                 }
2526         }
2527         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528                 colormod = dummy_colormod;
2529         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533         switch(vid.renderpath)
2534         {
2535         case RENDERPATH_D3D9:
2536 #ifdef SUPPORTD3D
2537                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541                 if (mode == SHADERMODE_LIGHTSOURCE)
2542                 {
2543                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2545                 }
2546                 else
2547                 {
2548                         if (mode == SHADERMODE_LIGHTDIRECTION)
2549                         {
2550                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2551                         }
2552                 }
2553                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2558
2559                 if (mode == SHADERMODE_LIGHTSOURCE)
2560                 {
2561                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2566
2567                         // additive passes are only darkened by fog, not tinted
2568                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2570                 }
2571                 else
2572                 {
2573                         if (mode == SHADERMODE_FLATCOLOR)
2574                         {
2575                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2576                         }
2577                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2578                         {
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2586                         }
2587                         else
2588                         {
2589                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2592                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2594                         }
2595                         // additive passes are only darkened by fog, not tinted
2596                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2598                         else
2599                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2601                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608                         if (mode == SHADERMODE_WATER)
2609                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2610                 }
2611                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616                 if (rsurface.texture->pantstexture)
2617                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2618                 else
2619                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620                 if (rsurface.texture->shirttexture)
2621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2622                 else
2623                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2633                         );
2634                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2635                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2636                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2638
2639                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2640                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2641                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2642                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2643                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2644                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2645                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2646                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2647                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2648                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2649                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2650                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2652                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2653                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2656                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2657                 {
2658                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2661                 }
2662                 else
2663                 {
2664                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2665                 }
2666 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2667 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2668                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2669                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2670                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2671                 {
2672                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673                         if (rsurface.rtlight)
2674                         {
2675                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2676                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2677                         }
2678                 }
2679 #endif
2680                 break;
2681         case RENDERPATH_D3D10:
2682                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2683                 break;
2684         case RENDERPATH_D3D11:
2685                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2686                 break;
2687         case RENDERPATH_GL20:
2688         case RENDERPATH_GLES2:
2689                 if (!vid.useinterleavedarrays)
2690                 {
2691                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2699                 }
2700                 else
2701                 {
2702                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2704                 }
2705                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707                 if (mode == SHADERMODE_LIGHTSOURCE)
2708                 {
2709                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2715         
2716                         // additive passes are only darkened by fog, not tinted
2717                         if (r_glsl_permutation->loc_FogColor >= 0)
2718                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2720                 }
2721                 else
2722                 {
2723                         if (mode == SHADERMODE_FLATCOLOR)
2724                         {
2725                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2726                         }
2727                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2728                         {
2729                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2730                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2731                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2732                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2735                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2736                         }
2737                         else
2738                         {
2739                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2740                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2741                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2742                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2744                         }
2745                         // additive passes are only darkened by fog, not tinted
2746                         if (r_glsl_permutation->loc_FogColor >= 0)
2747                         {
2748                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2750                                 else
2751                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2752                         }
2753                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2754                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2757                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2761                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2762                 }
2763                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2767                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2768
2769                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2773                 {
2774                         if (rsurface.texture->pantstexture)
2775                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2776                         else
2777                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2778                 }
2779                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2780                 {
2781                         if (rsurface.texture->shirttexture)
2782                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2783                         else
2784                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2785                 }
2786                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2787                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2795                         );
2796                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2798                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2799                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2801                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2802
2803                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2804                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2805                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2806                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2807                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2808                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2809                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2810                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2811                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2812                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2813                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2814                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2815                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2816                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2817                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2818                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2819                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2820                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2823                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2824                 {
2825                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2826                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2827                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2828                 }
2829                 else
2830                 {
2831                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2832                 }
2833                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2834                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2835                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2836                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2837                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2838                 {
2839                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2840                         if (rsurface.rtlight)
2841                         {
2842                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2843                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2844                         }
2845                 }
2846                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2847                 CHECKGLERROR
2848                 break;
2849         case RENDERPATH_GL11:
2850         case RENDERPATH_GL13:
2851         case RENDERPATH_GLES1:
2852                 break;
2853         case RENDERPATH_SOFT:
2854                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856                 R_SetupShader_SetPermutationSoft(mode, permutation);
2857                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858                 if (mode == SHADERMODE_LIGHTSOURCE)
2859                 {
2860                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2866         
2867                         // additive passes are only darkened by fog, not tinted
2868                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2870                 }
2871                 else
2872                 {
2873                         if (mode == SHADERMODE_FLATCOLOR)
2874                         {
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2876                         }
2877                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2878                         {
2879                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2880                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2882                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2885                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2886                         }
2887                         else
2888                         {
2889                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2892                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2894                         }
2895                         // additive passes are only darkened by fog, not tinted
2896                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2898                         else
2899                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2901                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2904                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2909                 }
2910                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2915
2916                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2920                 {
2921                         if (rsurface.texture->pantstexture)
2922                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2923                         else
2924                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2925                 }
2926                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2927                 {
2928                         if (rsurface.texture->shirttexture)
2929                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2930                         else
2931                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2932                 }
2933                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2942                         );
2943                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2945                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2947
2948                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2949                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2950                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2951                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2952                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2953                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2954                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2955                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2956                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2957                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2958                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2959                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2961                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2962                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2965                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2966                 {
2967                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2970                 }
2971                 else
2972                 {
2973                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2974                 }
2975 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2976 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2977                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2978                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2979                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2980                 {
2981                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982                         if (rsurface.rtlight)
2983                         {
2984                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2985                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2986                         }
2987                 }
2988                 break;
2989         }
2990 }
2991
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2993 {
2994         // select a permutation of the lighting shader appropriate to this
2995         // combination of texture, entity, light source, and fogging, only use the
2996         // minimum features necessary to avoid wasting rendering time in the
2997         // fragment shader on features that are not being used
2998         unsigned int permutation = 0;
2999         unsigned int mode = 0;
3000         const float *lightcolorbase = rtlight->currentcolor;
3001         float ambientscale = rtlight->ambientscale;
3002         float diffusescale = rtlight->diffusescale;
3003         float specularscale = rtlight->specularscale;
3004         // this is the location of the light in view space
3005         vec3_t viewlightorigin;
3006         // this transforms from view space (camera) to light space (cubemap)
3007         matrix4x4_t viewtolight;
3008         matrix4x4_t lighttoview;
3009         float viewtolight16f[16];
3010         float range = 1.0f / r_shadow_deferred_8bitrange.value;
3011         // light source
3012         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013         if (rtlight->currentcubemap != r_texture_whitecube)
3014                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015         if (diffusescale > 0)
3016                 permutation |= SHADERPERMUTATION_DIFFUSE;
3017         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019         if (r_shadow_usingshadowmap2d)
3020         {
3021                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022                 if (r_shadow_shadowmapvsdct)
3023                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3024
3025                 if (r_shadow_shadowmapsampler)
3026                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027                 if (r_shadow_shadowmappcf > 1)
3028                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029                 else if (r_shadow_shadowmappcf)
3030                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3031         }
3032         if (vid.allowalphatocoverage)
3033                 GL_AlphaToCoverage(false);
3034         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038         switch(vid.renderpath)
3039         {
3040         case RENDERPATH_D3D9:
3041 #ifdef SUPPORTD3D
3042                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3046                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3047                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3051                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3053
3054                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3055                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3056                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3057                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3058                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3059                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3060 #endif
3061                 break;
3062         case RENDERPATH_D3D10:
3063                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3064                 break;
3065         case RENDERPATH_D3D11:
3066                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3067                 break;
3068         case RENDERPATH_GL20:
3069         case RENDERPATH_GLES2:
3070                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3073                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3074                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3075                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3079                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3080                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3081
3082                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3083                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3084                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3085                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3086                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3087                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3088                 break;
3089         case RENDERPATH_GL11:
3090         case RENDERPATH_GL13:
3091         case RENDERPATH_GLES1:
3092                 break;
3093         case RENDERPATH_SOFT:
3094                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3097                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3098                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3099                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3105
3106                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3107                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3108                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3109                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3110                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3111                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3112                 break;
3113         }
3114 }
3115
3116 #define SKINFRAME_HASH 1024
3117
3118 typedef struct
3119 {
3120         int loadsequence; // incremented each level change
3121         memexpandablearray_t array;
3122         skinframe_t *hash[SKINFRAME_HASH];
3123 }
3124 r_skinframe_t;
3125 r_skinframe_t r_skinframe;
3126
3127 void R_SkinFrame_PrepareForPurge(void)
3128 {
3129         r_skinframe.loadsequence++;
3130         // wrap it without hitting zero
3131         if (r_skinframe.loadsequence >= 200)
3132                 r_skinframe.loadsequence = 1;
3133 }
3134
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3136 {
3137         if (!skinframe)
3138                 return;
3139         // mark the skinframe as used for the purging code
3140         skinframe->loadsequence = r_skinframe.loadsequence;
3141 }
3142
3143 void R_SkinFrame_Purge(void)
3144 {
3145         int i;
3146         skinframe_t *s;
3147         for (i = 0;i < SKINFRAME_HASH;i++)
3148         {
3149                 for (s = r_skinframe.hash[i];s;s = s->next)
3150                 {
3151                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3152                         {
3153                                 if (s->merged == s->base)
3154                                         s->merged = NULL;
3155                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3157                                 R_PurgeTexture(s->merged);s->merged = NULL;
3158                                 R_PurgeTexture(s->base  );s->base   = NULL;
3159                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3160                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3161                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3162                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3163                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3164                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3165                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166                                 s->loadsequence = 0;
3167                         }
3168                 }
3169         }
3170 }
3171
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3173         skinframe_t *item;
3174         char basename[MAX_QPATH];
3175
3176         Image_StripImageExtension(name, basename, sizeof(basename));
3177
3178         if( last == NULL ) {
3179                 int hashindex;
3180                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181                 item = r_skinframe.hash[hashindex];
3182         } else {
3183                 item = last->next;
3184         }
3185
3186         // linearly search through the hash bucket
3187         for( ; item ; item = item->next ) {
3188                 if( !strcmp( item->basename, basename ) ) {
3189                         return item;
3190                 }
3191         }
3192         return NULL;
3193 }
3194
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3196 {
3197         skinframe_t *item;
3198         int hashindex;
3199         char basename[MAX_QPATH];
3200
3201         Image_StripImageExtension(name, basename, sizeof(basename));
3202
3203         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3206                         break;
3207
3208         if (!item) {
3209                 rtexture_t *dyntexture;
3210                 // check whether its a dynamic texture
3211                 dyntexture = CL_GetDynTexture( basename );
3212                 if (!add && !dyntexture)
3213                         return NULL;
3214                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215                 memset(item, 0, sizeof(*item));
3216                 strlcpy(item->basename, basename, sizeof(item->basename));
3217                 item->base = dyntexture; // either NULL or dyntexture handle
3218                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219                 item->comparewidth = comparewidth;
3220                 item->compareheight = compareheight;
3221                 item->comparecrc = comparecrc;
3222                 item->next = r_skinframe.hash[hashindex];
3223                 r_skinframe.hash[hashindex] = item;
3224         }
3225         else if (textureflags & TEXF_FORCE_RELOAD)
3226         {
3227                 rtexture_t *dyntexture;
3228                 // check whether its a dynamic texture
3229                 dyntexture = CL_GetDynTexture( basename );
3230                 if (!add && !dyntexture)
3231                         return NULL;
3232                 if (item->merged == item->base)
3233                         item->merged = NULL;
3234                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235                 R_PurgeTexture(item->stain );item->stain  = NULL;
3236                 R_PurgeTexture(item->merged);item->merged = NULL;
3237                 R_PurgeTexture(item->base  );item->base   = NULL;
3238                 R_PurgeTexture(item->pants );item->pants  = NULL;
3239                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3240                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3241                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3242                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3243                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3244         R_PurgeTexture(item->reflect);item->reflect = NULL;
3245                 item->loadsequence = 0;
3246         }
3247         else if( item->base == NULL )
3248         {
3249                 rtexture_t *dyntexture;
3250                 // check whether its a dynamic texture
3251                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3252                 dyntexture = CL_GetDynTexture( basename );
3253                 item->base = dyntexture; // either NULL or dyntexture handle
3254         }
3255
3256         R_SkinFrame_MarkUsed(item);
3257         return item;
3258 }
3259
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3261         { \
3262                 unsigned long long avgcolor[5], wsum; \
3263                 int pix, comp, w; \
3264                 avgcolor[0] = 0; \
3265                 avgcolor[1] = 0; \
3266                 avgcolor[2] = 0; \
3267                 avgcolor[3] = 0; \
3268                 avgcolor[4] = 0; \
3269                 wsum = 0; \
3270                 for(pix = 0; pix < cnt; ++pix) \
3271                 { \
3272                         w = 0; \
3273                         for(comp = 0; comp < 3; ++comp) \
3274                                 w += getpixel; \
3275                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3276                         { \
3277                                 ++wsum; \
3278                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3279                                 w = getpixel; \
3280                                 for(comp = 0; comp < 3; ++comp) \
3281                                         avgcolor[comp] += getpixel * w; \
3282                                 avgcolor[3] += w; \
3283                         } \
3284                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285                         avgcolor[4] += getpixel; \
3286                 } \
3287                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3288                         avgcolor[3] = 1; \
3289                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3293         }
3294
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3297 {
3298         int j;
3299         unsigned char *pixels;
3300         unsigned char *bumppixels;
3301         unsigned char *basepixels = NULL;
3302         int basepixels_width = 0;
3303         int basepixels_height = 0;
3304         skinframe_t *skinframe;
3305         rtexture_t *ddsbase = NULL;
3306         qboolean ddshasalpha = false;
3307         float ddsavgcolor[4];
3308         char basename[MAX_QPATH];
3309         int miplevel = R_PicmipForFlags(textureflags);
3310         int savemiplevel = miplevel;
3311         int mymiplevel;
3312
3313         if (cls.state == ca_dedicated)
3314                 return NULL;
3315
3316         // return an existing skinframe if already loaded
3317         // if loading of the first image fails, don't make a new skinframe as it
3318         // would cause all future lookups of this to be missing
3319         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320         if (skinframe && skinframe->base)
3321                 return skinframe;
3322
3323         Image_StripImageExtension(name, basename, sizeof(basename));
3324
3325         // check for DDS texture file first
3326         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3327         {
3328                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329                 if (basepixels == NULL)
3330                         return NULL;
3331         }
3332
3333         // FIXME handle miplevel
3334
3335         if (developer_loading.integer)
3336                 Con_Printf("loading skin \"%s\"\n", name);
3337
3338         // we've got some pixels to store, so really allocate this new texture now
3339         if (!skinframe)
3340                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341         textureflags &= ~TEXF_FORCE_RELOAD;
3342         skinframe->stain = NULL;
3343         skinframe->merged = NULL;
3344         skinframe->base = NULL;
3345         skinframe->pants = NULL;
3346         skinframe->shirt = NULL;
3347         skinframe->nmap = NULL;
3348         skinframe->gloss = NULL;
3349         skinframe->glow = NULL;
3350         skinframe->fog = NULL;
3351         skinframe->reflect = NULL;
3352         skinframe->hasalpha = false;
3353
3354         if (ddsbase)
3355         {
3356                 skinframe->base = ddsbase;
3357                 skinframe->hasalpha = ddshasalpha;
3358                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359                 if (r_loadfog && skinframe->hasalpha)
3360                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3362         }
3363         else
3364         {
3365                 basepixels_width = image_width;
3366                 basepixels_height = image_height;
3367                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3368                 if (textureflags & TEXF_ALPHA)
3369                 {
3370                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3371                         {
3372                                 if (basepixels[j] < 255)
3373                                 {
3374                                         skinframe->hasalpha = true;
3375                                         break;
3376                                 }
3377                         }
3378                         if (r_loadfog && skinframe->hasalpha)
3379                         {
3380                                 // has transparent pixels
3381                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3383                                 {
3384                                         pixels[j+0] = 255;
3385                                         pixels[j+1] = 255;
3386                                         pixels[j+2] = 255;
3387                                         pixels[j+3] = basepixels[j+3];
3388                                 }
3389                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3390                                 Mem_Free(pixels);
3391                         }
3392                 }
3393                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3394 #ifndef USE_GLES2
3395                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3400 #endif
3401         }
3402
3403         if (r_loaddds)
3404         {
3405                 mymiplevel = savemiplevel;
3406                 if (r_loadnormalmap)
3407                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3409                 if (r_loadgloss)
3410                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3414         }
3415
3416         // _norm is the name used by tenebrae and has been adopted as standard
3417         if (r_loadnormalmap && skinframe->nmap == NULL)
3418         {
3419                 mymiplevel = savemiplevel;
3420                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3421                 {
3422                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3423                         Mem_Free(pixels);
3424                         pixels = NULL;
3425                 }
3426                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3427                 {
3428                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3431                         Mem_Free(pixels);
3432                         Mem_Free(bumppixels);
3433                 }
3434                 else if (r_shadow_bumpscale_basetexture.value > 0)
3435                 {
3436                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3439                         Mem_Free(pixels);
3440                 }
3441 #ifndef USE_GLES2
3442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 #endif
3445         }
3446
3447         // _luma is supported only for tenebrae compatibility
3448         // _glow is the preferred name
3449         mymiplevel = savemiplevel;
3450         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3451         {
3452                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3453 #ifndef USE_GLES2
3454                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3456 #endif
3457                 Mem_Free(pixels);pixels = NULL;
3458         }
3459
3460         mymiplevel = savemiplevel;
3461         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3462         {
3463                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3464 #ifndef USE_GLES2
3465                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3467 #endif
3468                 Mem_Free(pixels);
3469                 pixels = NULL;
3470         }
3471
3472         mymiplevel = savemiplevel;
3473         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3474         {
3475                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3476 #ifndef USE_GLES2
3477                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3479 #endif
3480                 Mem_Free(pixels);
3481                 pixels = NULL;
3482         }
3483
3484         mymiplevel = savemiplevel;
3485         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3486         {
3487                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3488 #ifndef USE_GLES2
3489                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3491 #endif
3492                 Mem_Free(pixels);
3493                 pixels = NULL;
3494         }
3495
3496         mymiplevel = savemiplevel;
3497         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3498         {
3499                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3500 #ifndef USE_GLES2
3501                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3503 #endif
3504                 Mem_Free(pixels);
3505                 pixels = NULL;
3506         }
3507
3508         if (basepixels)
3509                 Mem_Free(basepixels);
3510
3511         return skinframe;
3512 }
3513
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3516 {
3517         int i;
3518         unsigned char *temp1, *temp2;
3519         skinframe_t *skinframe;
3520
3521         if (cls.state == ca_dedicated)
3522                 return NULL;
3523
3524         // if already loaded just return it, otherwise make a new skinframe
3525         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526         if (skinframe && skinframe->base)
3527                 return skinframe;
3528         textureflags &= ~TEXF_FORCE_RELOAD;
3529
3530         skinframe->stain = NULL;
3531         skinframe->merged = NULL;
3532         skinframe->base = NULL;
3533         skinframe->pants = NULL;
3534         skinframe->shirt = NULL;
3535         skinframe->nmap = NULL;
3536         skinframe->gloss = NULL;
3537         skinframe->glow = NULL;
3538         skinframe->fog = NULL;
3539         skinframe->reflect = NULL;
3540         skinframe->hasalpha = false;
3541
3542         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3543         if (!skindata)
3544                 return NULL;
3545
3546         if (developer_loading.integer)
3547                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3548
3549         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3550         {
3551                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552                 temp2 = temp1 + width * height * 4;
3553                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3555                 Mem_Free(temp1);
3556         }
3557         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558         if (textureflags & TEXF_ALPHA)
3559         {
3560                 for (i = 3;i < width * height * 4;i += 4)
3561                 {
3562                         if (skindata[i] < 255)
3563                         {
3564                                 skinframe->hasalpha = true;
3565                                 break;
3566                         }
3567                 }
3568                 if (r_loadfog && skinframe->hasalpha)
3569                 {
3570                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571                         memcpy(fogpixels, skindata, width * height * 4);
3572                         for (i = 0;i < width * height * 4;i += 4)
3573                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575                         Mem_Free(fogpixels);
3576                 }
3577         }
3578
3579         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3581
3582         return skinframe;
3583 }
3584
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3586 {
3587         int i;
3588         int featuresmask;
3589         skinframe_t *skinframe;
3590
3591         if (cls.state == ca_dedicated)
3592                 return NULL;
3593
3594         // if already loaded just return it, otherwise make a new skinframe
3595         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596         if (skinframe && skinframe->base)
3597                 return skinframe;
3598         textureflags &= ~TEXF_FORCE_RELOAD;
3599
3600         skinframe->stain = NULL;
3601         skinframe->merged = NULL;
3602         skinframe->base = NULL;
3603         skinframe->pants = NULL;
3604         skinframe->shirt = NULL;
3605         skinframe->nmap = NULL;
3606         skinframe->gloss = NULL;
3607         skinframe->glow = NULL;
3608         skinframe->fog = NULL;
3609         skinframe->reflect = NULL;
3610         skinframe->hasalpha = false;
3611
3612         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3613         if (!skindata)
3614                 return NULL;
3615
3616         if (developer_loading.integer)
3617                 Con_Printf("loading quake skin \"%s\"\n", name);
3618
3619         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3620         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621         memcpy(skinframe->qpixels, skindata, width*height);
3622         skinframe->qwidth = width;
3623         skinframe->qheight = height;
3624
3625         featuresmask = 0;
3626         for (i = 0;i < width * height;i++)
3627                 featuresmask |= palette_featureflags[skindata[i]];
3628
3629         skinframe->hasalpha = false;
3630         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632         skinframe->qgeneratemerged = true;
3633         skinframe->qgeneratebase = skinframe->qhascolormapping;
3634         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3635
3636         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3638
3639         return skinframe;
3640 }
3641
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3643 {
3644         int width;
3645         int height;
3646         unsigned char *skindata;
3647
3648         if (!skinframe->qpixels)
3649                 return;
3650
3651         if (!skinframe->qhascolormapping)
3652                 colormapped = false;
3653
3654         if (colormapped)
3655         {
3656                 if (!skinframe->qgeneratebase)
3657                         return;
3658         }
3659         else
3660         {
3661                 if (!skinframe->qgeneratemerged)
3662                         return;
3663         }
3664
3665         width = skinframe->qwidth;
3666         height = skinframe->qheight;
3667         skindata = skinframe->qpixels;
3668
3669         if (skinframe->qgeneratenmap)
3670         {
3671                 unsigned char *temp1, *temp2;
3672                 skinframe->qgeneratenmap = false;
3673                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674                 temp2 = temp1 + width * height * 4;
3675                 // use either a custom palette or the quake palette
3676                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3679                 Mem_Free(temp1);
3680         }
3681
3682         if (skinframe->qgenerateglow)
3683         {
3684                 skinframe->qgenerateglow = false;
3685                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3686         }
3687
3688         if (colormapped)
3689         {
3690                 skinframe->qgeneratebase = false;
3691                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3692                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3694         }
3695         else
3696         {
3697                 skinframe->qgeneratemerged = false;
3698                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3699         }
3700
3701         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3702         {
3703                 Mem_Free(skinframe->qpixels);
3704                 skinframe->qpixels = NULL;
3705         }
3706 }
3707
3708 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3709 {
3710         int i;
3711         skinframe_t *skinframe;
3712
3713         if (cls.state == ca_dedicated)
3714                 return NULL;
3715
3716         // if already loaded just return it, otherwise make a new skinframe
3717         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718         if (skinframe && skinframe->base)
3719                 return skinframe;
3720         textureflags &= ~TEXF_FORCE_RELOAD;
3721
3722         skinframe->stain = NULL;
3723         skinframe->merged = NULL;
3724         skinframe->base = NULL;
3725         skinframe->pants = NULL;
3726         skinframe->shirt = NULL;
3727         skinframe->nmap = NULL;
3728         skinframe->gloss = NULL;
3729         skinframe->glow = NULL;
3730         skinframe->fog = NULL;
3731         skinframe->reflect = NULL;
3732         skinframe->hasalpha = false;
3733
3734         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3735         if (!skindata)
3736                 return NULL;
3737
3738         if (developer_loading.integer)
3739                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3740
3741         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742         if (textureflags & TEXF_ALPHA)
3743         {
3744                 for (i = 0;i < width * height;i++)
3745                 {
3746                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3747                         {
3748                                 skinframe->hasalpha = true;
3749                                 break;
3750                         }
3751                 }
3752                 if (r_loadfog && skinframe->hasalpha)
3753                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3754         }
3755
3756         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3758
3759         return skinframe;
3760 }
3761
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3763 {
3764         skinframe_t *skinframe;
3765
3766         if (cls.state == ca_dedicated)
3767                 return NULL;
3768
3769         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770         skinframe->stain = NULL;
3771         skinframe->merged = NULL;
3772         skinframe->base = NULL;
3773         skinframe->pants = NULL;
3774         skinframe->shirt = NULL;
3775         skinframe->nmap = NULL;
3776         skinframe->gloss = NULL;
3777         skinframe->glow = NULL;
3778         skinframe->fog = NULL;
3779         skinframe->reflect = NULL;
3780         skinframe->hasalpha = false;
3781
3782         skinframe->avgcolor[0] = rand() / RAND_MAX;
3783         skinframe->avgcolor[1] = rand() / RAND_MAX;
3784         skinframe->avgcolor[2] = rand() / RAND_MAX;
3785         skinframe->avgcolor[3] = 1;
3786
3787         return skinframe;
3788 }
3789
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3792 {
3793         const char *suffix;
3794         qboolean flipx, flipy, flipdiagonal;
3795 }
3796 suffixinfo_t;
3797 static suffixinfo_t suffix[3][6] =
3798 {
3799         {
3800                 {"px",   false, false, false},
3801                 {"nx",   false, false, false},
3802                 {"py",   false, false, false},
3803                 {"ny",   false, false, false},
3804                 {"pz",   false, false, false},
3805                 {"nz",   false, false, false}
3806         },
3807         {
3808                 {"posx", false, false, false},
3809                 {"negx", false, false, false},
3810                 {"posy", false, false, false},
3811                 {"negy", false, false, false},
3812                 {"posz", false, false, false},
3813                 {"negz", false, false, false}
3814         },
3815         {
3816                 {"rt",    true, false,  true},
3817                 {"lf",   false,  true,  true},
3818                 {"ft",    true,  true, false},
3819                 {"bk",   false, false, false},
3820                 {"up",    true, false,  true},
3821                 {"dn",    true, false,  true}
3822         }
3823 };
3824
3825 static int componentorder[4] = {0, 1, 2, 3};
3826
3827 rtexture_t *R_LoadCubemap(const char *basename)
3828 {
3829         int i, j, cubemapsize;
3830         unsigned char *cubemappixels, *image_buffer;
3831         rtexture_t *cubemaptexture;
3832         char name[256];
3833         // must start 0 so the first loadimagepixels has no requested width/height
3834         cubemapsize = 0;
3835         cubemappixels = NULL;
3836         cubemaptexture = NULL;
3837         // keep trying different suffix groups (posx, px, rt) until one loads
3838         for (j = 0;j < 3 && !cubemappixels;j++)
3839         {
3840                 // load the 6 images in the suffix group
3841                 for (i = 0;i < 6;i++)
3842                 {
3843                         // generate an image name based on the base and and suffix
3844                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3845                         // load it
3846                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3847                         {
3848                                 // an image loaded, make sure width and height are equal
3849                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3850                                 {
3851                                         // if this is the first image to load successfully, allocate the cubemap memory
3852                                         if (!cubemappixels && image_width >= 1)
3853                                         {
3854                                                 cubemapsize = image_width;
3855                                                 // note this clears to black, so unavailable sides are black
3856                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3857                                         }
3858                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3859                                         if (cubemappixels)
3860                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3861                                 }
3862                                 else
3863                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3864                                 // free the image
3865                                 Mem_Free(image_buffer);
3866                         }
3867                 }
3868         }
3869         // if a cubemap loaded, upload it
3870         if (cubemappixels)
3871         {
3872                 if (developer_loading.integer)
3873                         Con_Printf("loading cubemap \"%s\"\n", basename);
3874
3875                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3876                 Mem_Free(cubemappixels);
3877         }
3878         else
3879         {
3880                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881                 if (developer_loading.integer)
3882                 {
3883                         Con_Printf("(tried tried images ");
3884                         for (j = 0;j < 3;j++)
3885                                 for (i = 0;i < 6;i++)
3886                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887                         Con_Print(" and was unable to find any of them).\n");
3888                 }
3889         }
3890         return cubemaptexture;
3891 }
3892
3893 rtexture_t *R_GetCubemap(const char *basename)
3894 {
3895         int i;
3896         for (i = 0;i < r_texture_numcubemaps;i++)
3897                 if (r_texture_cubemaps[i] != NULL)
3898                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901                 return r_texture_whitecube;
3902         r_texture_numcubemaps++;
3903         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906         return r_texture_cubemaps[i]->texture;
3907 }
3908
3909 void R_FreeCubemap(const char *basename)
3910 {
3911         int i;
3912
3913         for (i = 0;i < r_texture_numcubemaps;i++)
3914         {
3915                 if (r_texture_cubemaps[i] != NULL)
3916                 {
3917                         if (r_texture_cubemaps[i]->texture)
3918                         {
3919                                 if (developer_loading.integer)
3920                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922                                 Mem_Free(r_texture_cubemaps[i]);
3923                                 r_texture_cubemaps[i] = NULL;
3924                         }
3925                 }
3926         }
3927 }
3928
3929 void R_FreeCubemaps(void)
3930 {
3931         int i;
3932         for (i = 0;i < r_texture_numcubemaps;i++)
3933         {
3934                 if (developer_loading.integer)
3935                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936                 if (r_texture_cubemaps[i] != NULL)
3937                 {
3938                         if (r_texture_cubemaps[i]->texture)
3939                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940                         Mem_Free(r_texture_cubemaps[i]);
3941                 }
3942         }
3943         r_texture_numcubemaps = 0;
3944 }
3945
3946 void R_Main_FreeViewCache(void)
3947 {
3948         if (r_refdef.viewcache.entityvisible)
3949                 Mem_Free(r_refdef.viewcache.entityvisible);
3950         if (r_refdef.viewcache.world_pvsbits)
3951                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952         if (r_refdef.viewcache.world_leafvisible)
3953                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954         if (r_refdef.viewcache.world_surfacevisible)
3955                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3957 }
3958
3959 void R_Main_ResizeViewCache(void)
3960 {
3961         int numentities = r_refdef.scene.numentities;
3962         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966         if (r_refdef.viewcache.maxentities < numentities)
3967         {
3968                 r_refdef.viewcache.maxentities = numentities;
3969                 if (r_refdef.viewcache.entityvisible)
3970                         Mem_Free(r_refdef.viewcache.entityvisible);
3971                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3972         }
3973         if (r_refdef.viewcache.world_numclusters != numclusters)
3974         {
3975                 r_refdef.viewcache.world_numclusters = numclusters;
3976                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977                 if (r_refdef.viewcache.world_pvsbits)
3978                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3979                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3980         }
3981         if (r_refdef.viewcache.world_numleafs != numleafs)
3982         {
3983                 r_refdef.viewcache.world_numleafs = numleafs;
3984                 if (r_refdef.viewcache.world_leafvisible)
3985                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3986                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3987         }
3988         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3989         {
3990                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991                 if (r_refdef.viewcache.world_surfacevisible)
3992                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3994         }
3995 }
3996
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
3999 {
4000         loadingscreentexture = NULL;
4001         r_texture_blanknormalmap = NULL;
4002         r_texture_white = NULL;
4003         r_texture_grey128 = NULL;
4004         r_texture_black = NULL;
4005         r_texture_whitecube = NULL;
4006         r_texture_normalizationcube = NULL;
4007         r_texture_fogattenuation = NULL;
4008         r_texture_fogheighttexture = NULL;
4009         r_texture_gammaramps = NULL;
4010         r_texture_numcubemaps = 0;
4011
4012         r_loaddds = r_texture_dds_load.integer != 0;
4013         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4014
4015         switch(vid.renderpath)
4016         {
4017         case RENDERPATH_GL20:
4018         case RENDERPATH_D3D9:
4019         case RENDERPATH_D3D10:
4020         case RENDERPATH_D3D11:
4021         case RENDERPATH_SOFT:
4022         case RENDERPATH_GLES2:
4023                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024                 Cvar_SetValueQuick(&gl_combine, 1);
4025                 Cvar_SetValueQuick(&r_glsl, 1);
4026                 r_loadnormalmap = true;
4027                 r_loadgloss = true;
4028                 r_loadfog = false;
4029                 break;
4030         case RENDERPATH_GL13:
4031         case RENDERPATH_GLES1:
4032                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033                 Cvar_SetValueQuick(&gl_combine, 1);
4034                 Cvar_SetValueQuick(&r_glsl, 0);
4035                 r_loadnormalmap = false;
4036                 r_loadgloss = false;
4037                 r_loadfog = true;
4038                 break;
4039         case RENDERPATH_GL11:
4040                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041                 Cvar_SetValueQuick(&gl_combine, 0);
4042                 Cvar_SetValueQuick(&r_glsl, 0);
4043                 r_loadnormalmap = false;
4044                 r_loadgloss = false;
4045                 r_loadfog = true;
4046                 break;
4047         }
4048
4049         R_AnimCache_Free();
4050         R_FrameData_Reset();
4051
4052         r_numqueries = 0;
4053         r_maxqueries = 0;
4054         memset(r_queries, 0, sizeof(r_queries));
4055
4056         r_qwskincache = NULL;
4057         r_qwskincache_size = 0;
4058
4059         // due to caching of texture_t references, the collision cache must be reset
4060         Collision_Cache_Reset(true);
4061
4062         // set up r_skinframe loading system for textures
4063         memset(&r_skinframe, 0, sizeof(r_skinframe));
4064         r_skinframe.loadsequence = 1;
4065         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4066
4067         r_main_texturepool = R_AllocTexturePool();
4068         R_BuildBlankTextures();
4069         R_BuildNoTexture();
4070         if (vid.support.arb_texture_cube_map)
4071         {
4072                 R_BuildWhiteCube();
4073                 R_BuildNormalizationCube();
4074         }
4075         r_texture_fogattenuation = NULL;
4076         r_texture_fogheighttexture = NULL;
4077         r_texture_gammaramps = NULL;
4078         //r_texture_fogintensity = NULL;
4079         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080         memset(&r_waterstate, 0, sizeof(r_waterstate));
4081         r_glsl_permutation = NULL;
4082         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084         glslshaderstring = NULL;
4085 #ifdef SUPPORTD3D
4086         r_hlsl_permutation = NULL;
4087         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4089 #endif
4090         hlslshaderstring = NULL;
4091         memset(&r_svbsp, 0, sizeof (r_svbsp));
4092
4093         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094         r_texture_numcubemaps = 0;
4095
4096         r_refdef.fogmasktable_density = 0;
4097 }
4098
4099 void gl_main_shutdown(void)
4100 {
4101         R_AnimCache_Free();
4102         R_FrameData_Reset();
4103
4104         R_Main_FreeViewCache();
4105
4106         switch(vid.renderpath)
4107         {
4108         case RENDERPATH_GL11:
4109         case RENDERPATH_GL13:
4110         case RENDERPATH_GL20:
4111         case RENDERPATH_GLES1:
4112         case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4114                 if (r_maxqueries)
4115                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4116 #endif
4117                 break;
4118         case RENDERPATH_D3D9:
4119                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4120                 break;
4121         case RENDERPATH_D3D10:
4122                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4123                 break;
4124         case RENDERPATH_D3D11:
4125                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4126                 break;
4127         case RENDERPATH_SOFT:
4128                 break;
4129         }
4130
4131         r_numqueries = 0;
4132         r_maxqueries = 0;
4133         memset(r_queries, 0, sizeof(r_queries));
4134
4135         r_qwskincache = NULL;
4136         r_qwskincache_size = 0;
4137
4138         // clear out the r_skinframe state
4139         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140         memset(&r_skinframe, 0, sizeof(r_skinframe));
4141
4142         if (r_svbsp.nodes)
4143                 Mem_Free(r_svbsp.nodes);
4144         memset(&r_svbsp, 0, sizeof (r_svbsp));
4145         R_FreeTexturePool(&r_main_texturepool);
4146         loadingscreentexture = NULL;
4147         r_texture_blanknormalmap = NULL;
4148         r_texture_white = NULL;
4149         r_texture_grey128 = NULL;
4150         r_texture_black = NULL;
4151         r_texture_whitecube = NULL;
4152         r_texture_normalizationcube = NULL;
4153         r_texture_fogattenuation = NULL;
4154         r_texture_fogheighttexture = NULL;
4155         r_texture_gammaramps = NULL;
4156         r_texture_numcubemaps = 0;
4157         //r_texture_fogintensity = NULL;
4158         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159         memset(&r_waterstate, 0, sizeof(r_waterstate));
4160         R_GLSL_Restart_f();
4161
4162         r_glsl_permutation = NULL;
4163         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165         glslshaderstring = NULL;
4166 #ifdef SUPPORTD3D
4167         r_hlsl_permutation = NULL;
4168         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4170 #endif
4171         hlslshaderstring = NULL;
4172 }
4173
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4176 {
4177         // FIXME: move this code to client
4178         char *entities, entname[MAX_QPATH];
4179         if (r_qwskincache)
4180                 Mem_Free(r_qwskincache);
4181         r_qwskincache = NULL;
4182         r_qwskincache_size = 0;
4183         if (cl.worldmodel)
4184         {
4185                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4187                 {
4188                         CL_ParseEntityLump(entities);
4189                         Mem_Free(entities);
4190                         return;
4191                 }
4192                 if (cl.worldmodel->brush.entities)
4193                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4194         }
4195         R_Main_FreeViewCache();
4196
4197         R_FrameData_Reset();
4198 }
4199
4200 void GL_Main_Init(void)
4201 {
4202         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4203
4204         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207         if (gamemode == GAME_NEHAHRA)
4208         {
4209                 Cvar_RegisterVariable (&gl_fogenable);
4210                 Cvar_RegisterVariable (&gl_fogdensity);
4211                 Cvar_RegisterVariable (&gl_fogred);
4212                 Cvar_RegisterVariable (&gl_foggreen);
4213                 Cvar_RegisterVariable (&gl_fogblue);
4214                 Cvar_RegisterVariable (&gl_fogstart);
4215                 Cvar_RegisterVariable (&gl_fogend);
4216                 Cvar_RegisterVariable (&gl_skyclip);
4217         }
4218         Cvar_RegisterVariable(&r_motionblur);
4219         Cvar_RegisterVariable(&r_damageblur);
4220         Cvar_RegisterVariable(&r_motionblur_averaging);
4221         Cvar_RegisterVariable(&r_motionblur_randomize);
4222         Cvar_RegisterVariable(&r_motionblur_minblur);
4223         Cvar_RegisterVariable(&r_motionblur_maxblur);
4224         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232         Cvar_RegisterVariable(&r_equalize_entities_by);
4233         Cvar_RegisterVariable(&r_equalize_entities_to);
4234         Cvar_RegisterVariable(&r_depthfirst);
4235         Cvar_RegisterVariable(&r_useinfinitefarclip);
4236         Cvar_RegisterVariable(&r_farclip_base);
4237         Cvar_RegisterVariable(&r_farclip_world);
4238         Cvar_RegisterVariable(&r_nearclip);
4239         Cvar_RegisterVariable(&r_deformvertexes);
4240         Cvar_RegisterVariable(&r_transparent);
4241         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242         Cvar_RegisterVariable(&r_showoverdraw);
4243         Cvar_RegisterVariable(&r_showbboxes);
4244         Cvar_RegisterVariable(&r_showsurfaces);
4245         Cvar_RegisterVariable(&r_showtris);
4246         Cvar_RegisterVariable(&r_shownormals);
4247         Cvar_RegisterVariable(&r_showlighting);
4248         Cvar_RegisterVariable(&r_showshadowvolumes);
4249         Cvar_RegisterVariable(&r_showcollisionbrushes);
4250         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252         Cvar_RegisterVariable(&r_showdisabledepthtest);
4253         Cvar_RegisterVariable(&r_drawportals);
4254         Cvar_RegisterVariable(&r_drawentities);
4255         Cvar_RegisterVariable(&r_draw2d);
4256         Cvar_RegisterVariable(&r_drawworld);
4257         Cvar_RegisterVariable(&r_cullentities_trace);
4258         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262         Cvar_RegisterVariable(&r_sortentities);
4263         Cvar_RegisterVariable(&r_drawviewmodel);
4264         Cvar_RegisterVariable(&r_drawexteriormodel);
4265         Cvar_RegisterVariable(&r_speeds);
4266         Cvar_RegisterVariable(&r_fullbrights);
4267         Cvar_RegisterVariable(&r_wateralpha);
4268         Cvar_RegisterVariable(&r_dynamic);
4269         Cvar_RegisterVariable(&r_fakelight);
4270         Cvar_RegisterVariable(&r_fakelight_intensity);
4271         Cvar_RegisterVariable(&r_fullbright);
4272         Cvar_RegisterVariable(&r_shadows);
4273         Cvar_RegisterVariable(&r_shadows_darken);
4274         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276         Cvar_RegisterVariable(&r_shadows_throwdistance);
4277         Cvar_RegisterVariable(&r_shadows_throwdirection);
4278         Cvar_RegisterVariable(&r_shadows_focus);
4279         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285         Cvar_RegisterVariable(&r_fog_exp2);
4286         Cvar_RegisterVariable(&r_fog_clear);
4287         Cvar_RegisterVariable(&r_drawfog);
4288         Cvar_RegisterVariable(&r_transparentdepthmasking);
4289         Cvar_RegisterVariable(&r_transparent_sortmindist);
4290         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292         Cvar_RegisterVariable(&r_texture_dds_load);
4293         Cvar_RegisterVariable(&r_texture_dds_save);
4294         Cvar_RegisterVariable(&r_textureunits);
4295         Cvar_RegisterVariable(&gl_combine);
4296         Cvar_RegisterVariable(&r_viewfbo);
4297         Cvar_RegisterVariable(&r_viewscale);
4298         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304         Cvar_RegisterVariable(&r_glsl);
4305         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314         Cvar_RegisterVariable(&r_glsl_postprocess);
4315         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4323
4324         Cvar_RegisterVariable(&r_water);
4325         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326         Cvar_RegisterVariable(&r_water_clippingplanebias);
4327         Cvar_RegisterVariable(&r_water_refractdistort);
4328         Cvar_RegisterVariable(&r_water_reflectdistort);
4329         Cvar_RegisterVariable(&r_water_scissormode);
4330         Cvar_RegisterVariable(&r_water_lowquality);
4331
4332         Cvar_RegisterVariable(&r_lerpsprites);
4333         Cvar_RegisterVariable(&r_lerpmodels);
4334         Cvar_RegisterVariable(&r_lerplightstyles);
4335         Cvar_RegisterVariable(&r_waterscroll);
4336         Cvar_RegisterVariable(&r_bloom);
4337         Cvar_RegisterVariable(&r_bloom_colorscale);
4338         Cvar_RegisterVariable(&r_bloom_brighten);
4339         Cvar_RegisterVariable(&r_bloom_blur);
4340         Cvar_RegisterVariable(&r_bloom_resolution);
4341         Cvar_RegisterVariable(&r_bloom_colorexponent);
4342         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343         Cvar_RegisterVariable(&r_hdr);
4344         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345         Cvar_RegisterVariable(&r_hdr_glowintensity);
4346         Cvar_RegisterVariable(&r_hdr_range);
4347         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355         Cvar_RegisterVariable(&developer_texturelogging);
4356         Cvar_RegisterVariable(&gl_lightmaps);
4357         Cvar_RegisterVariable(&r_test);
4358         Cvar_RegisterVariable(&r_glsl_saturation);
4359         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361         Cvar_RegisterVariable(&r_framedatasize);
4362         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363                 Cvar_SetValue("r_fullbrights", 0);
4364         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4365 }
4366
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4380
4381 void Render_Init(void)
4382 {
4383         gl_backend_init();
4384         R_Textures_Init();
4385         GL_Main_Init();
4386         Font_Init();
4387         GL_Draw_Init();
4388         R_Shadow_Init();
4389         R_Sky_Init();
4390         GL_Surf_Init();
4391         Sbar_Init();
4392         R_Particles_Init();
4393         R_Explosion_Init();
4394         R_LightningBeams_Init();
4395         Mod_RenderInit();
4396 }
4397
4398 /*
4399 ===============
4400 GL_Init
4401 ===============
4402 */
4403 #ifndef USE_GLES2
4404 extern char *ENGINE_EXTENSIONS;
4405 void GL_Init (void)
4406 {
4407         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409         gl_version = (const char *)qglGetString(GL_VERSION);
4410         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4411
4412         if (!gl_extensions)
4413                 gl_extensions = "";
4414         if (!gl_platformextensions)
4415                 gl_platformextensions = "";
4416
4417         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419         Con_Printf("GL_VERSION: %s\n", gl_version);
4420         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4422
4423         VID_CheckExtensions();
4424
4425         // LordHavoc: report supported extensions
4426         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4427
4428         // clear to black (loading plaque will be seen over this)
4429         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4430 }
4431 #endif
4432
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4434 {
4435         int i;
4436         mplane_t *p;
4437         if (r_trippy.integer)
4438                 return false;
4439         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4440         {
4441                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4442                 if (i == 4)
4443                         continue;
4444                 p = r_refdef.view.frustum + i;
4445                 switch(p->signbits)
4446                 {
4447                 default:
4448                 case 0:
4449                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4450                                 return true;
4451                         break;
4452                 case 1:
4453                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4454                                 return true;
4455                         break;
4456                 case 2:
4457                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4458                                 return true;
4459                         break;
4460                 case 3:
4461                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4462                                 return true;
4463                         break;
4464                 case 4:
4465                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4466                                 return true;
4467                         break;
4468                 case 5:
4469                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4470                                 return true;
4471                         break;
4472                 case 6:
4473                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4474                                 return true;
4475                         break;
4476                 case 7:
4477                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4478                                 return true;
4479                         break;
4480                 }
4481         }
4482         return false;
4483 }
4484
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4486 {
4487         int i;
4488         const mplane_t *p;
4489         if (r_trippy.integer)
4490                 return false;
4491         for (i = 0;i < numplanes;i++)
4492         {
4493                 p = planes + i;
4494                 switch(p->signbits)
4495                 {
4496                 default:
4497                 case 0:
4498                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4499                                 return true;
4500                         break;
4501                 case 1:
4502                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4503                                 return true;
4504                         break;
4505                 case 2:
4506                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4507                                 return true;
4508                         break;
4509                 case 3:
4510                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4511                                 return true;
4512                         break;
4513                 case 4:
4514                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4515                                 return true;
4516                         break;
4517                 case 5:
4518                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4519                                 return true;
4520                         break;
4521                 case 6:
4522                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4523                                 return true;
4524                         break;
4525                 case 7:
4526                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4527                                 return true;
4528                         break;
4529                 }
4530         }
4531         return false;
4532 }
4533
4534 //==================================================================================
4535
4536 // LordHavoc: this stores temporary data used within the same frame
4537
4538 typedef struct r_framedata_mem_s
4539 {
4540         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541         size_t size; // how much usable space
4542         size_t current; // how much space in use
4543         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544         size_t wantedsize; // how much space was allocated
4545         unsigned char *data; // start of real data (16byte aligned)
4546 }
4547 r_framedata_mem_t;
4548
4549 static r_framedata_mem_t *r_framedata_mem;
4550
4551 void R_FrameData_Reset(void)
4552 {
4553         while (r_framedata_mem)
4554         {
4555                 r_framedata_mem_t *next = r_framedata_mem->purge;
4556                 Mem_Free(r_framedata_mem);
4557                 r_framedata_mem = next;
4558         }
4559 }
4560
4561 void R_FrameData_Resize(void)
4562 {
4563         size_t wantedsize;
4564         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4567         {
4568                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569                 newmem->wantedsize = wantedsize;
4570                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572                 newmem->current = 0;
4573                 newmem->mark = 0;
4574                 newmem->purge = r_framedata_mem;
4575                 r_framedata_mem = newmem;
4576         }
4577 }
4578
4579 void R_FrameData_NewFrame(void)
4580 {
4581         R_FrameData_Resize();
4582         if (!r_framedata_mem)
4583                 return;
4584         // if we ran out of space on the last frame, free the old memory now
4585         while (r_framedata_mem->purge)
4586         {
4587                 // repeatedly remove the second item in the list, leaving only head
4588                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589                 Mem_Free(r_framedata_mem->purge);
4590                 r_framedata_mem->purge = next;
4591         }
4592         // reset the current mem pointer
4593         r_framedata_mem->current = 0;
4594         r_framedata_mem->mark = 0;
4595 }
4596
4597 void *R_FrameData_Alloc(size_t size)
4598 {
4599         void *data;
4600
4601         // align to 16 byte boundary - the data pointer is already aligned, so we
4602         // only need to ensure the size of every allocation is also aligned
4603         size = (size + 15) & ~15;
4604
4605         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4606         {
4607                 // emergency - we ran out of space, allocate more memory
4608                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609                 R_FrameData_Resize();
4610         }
4611
4612         data = r_framedata_mem->data + r_framedata_mem->current;
4613         r_framedata_mem->current += size;
4614
4615         // count the usage for stats
4616         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4618
4619         return (void *)data;
4620 }
4621
4622 void *R_FrameData_Store(size_t size, void *data)
4623 {
4624         void *d = R_FrameData_Alloc(size);
4625         if (d && data)
4626                 memcpy(d, data, size);
4627         return d;
4628 }
4629
4630 void R_FrameData_SetMark(void)
4631 {
4632         if (!r_framedata_mem)
4633                 return;
4634         r_framedata_mem->mark = r_framedata_mem->current;
4635 }
4636
4637 void R_FrameData_ReturnToMark(void)
4638 {
4639         if (!r_framedata_mem)
4640                 return;
4641         r_framedata_mem->current = r_framedata_mem->mark;
4642 }
4643
4644 //==================================================================================
4645
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4647
4648 /**
4649  * Animation cache prevents re-generating mesh data for an animated model
4650  * multiple times in one frame for lighting, shadowing, reflections, etc.
4651  */
4652
4653 void R_AnimCache_Free(void)
4654 {
4655 }
4656
4657 void R_AnimCache_ClearCache(void)
4658 {
4659         int i;
4660         entity_render_t *ent;
4661
4662         for (i = 0;i < r_refdef.scene.numentities;i++)
4663         {
4664                 ent = r_refdef.scene.entities[i];
4665                 ent->animcache_vertex3f = NULL;
4666                 ent->animcache_normal3f = NULL;
4667                 ent->animcache_svector3f = NULL;
4668                 ent->animcache_tvector3f = NULL;
4669                 ent->animcache_vertexmesh = NULL;
4670                 ent->animcache_vertex3fbuffer = NULL;
4671                 ent->animcache_vertexmeshbuffer = NULL;
4672         }
4673 }
4674
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4676 {
4677         int i;
4678
4679         // check if we need the meshbuffers
4680         if (!vid.useinterleavedarrays)
4681                 return;
4682
4683         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685         // TODO: upload vertex3f buffer?
4686         if (ent->animcache_vertexmesh)
4687         {
4688                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689                 for (i = 0;i < numvertices;i++)
4690                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691                 if (ent->animcache_svector3f)
4692                         for (i = 0;i < numvertices;i++)
4693                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694                 if (ent->animcache_tvector3f)
4695                         for (i = 0;i < numvertices;i++)
4696                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697                 if (ent->animcache_normal3f)
4698                         for (i = 0;i < numvertices;i++)
4699                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700                 // TODO: upload vertexmeshbuffer?
4701         }
4702 }
4703
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4705 {
4706         dp_model_t *model = ent->model;
4707         int numvertices;
4708         // see if it's already cached this frame
4709         if (ent->animcache_vertex3f)
4710         {
4711                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712                 if (wantnormals || wanttangents)
4713                 {
4714                         if (ent->animcache_normal3f)
4715                                 wantnormals = false;
4716                         if (ent->animcache_svector3f)
4717                                 wanttangents = false;
4718                         if (wantnormals || wanttangents)
4719                         {
4720                                 numvertices = model->surfmesh.num_vertices;
4721                                 if (wantnormals)
4722                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4723                                 if (wanttangents)
4724                                 {
4725                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727                                 }
4728                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4730                         }
4731                 }
4732         }
4733         else
4734         {
4735                 // see if this ent is worth caching
4736                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4737                         return false;
4738                 // get some memory for this entity and generate mesh data
4739                 numvertices = model->surfmesh.num_vertices;
4740                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4741                 if (wantnormals)
4742                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4743                 if (wanttangents)
4744                 {
4745                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4747                 }
4748                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4750         }
4751         return true;
4752 }
4753
4754 void R_AnimCache_CacheVisibleEntities(void)
4755 {
4756         int i;
4757         qboolean wantnormals = true;
4758         qboolean wanttangents = !r_showsurfaces.integer;
4759
4760         switch(vid.renderpath)
4761         {
4762         case RENDERPATH_GL20:
4763         case RENDERPATH_D3D9:
4764         case RENDERPATH_D3D10:
4765         case RENDERPATH_D3D11:
4766         case RENDERPATH_GLES2:
4767                 break;
4768         case RENDERPATH_GL11:
4769         case RENDERPATH_GL13:
4770         case RENDERPATH_GLES1:
4771                 wanttangents = false;
4772                 break;
4773         case RENDERPATH_SOFT:
4774                 break;
4775         }
4776
4777         if (r_shownormals.integer)
4778                 wanttangents = wantnormals = true;
4779
4780         // TODO: thread this
4781         // NOTE: R_PrepareRTLights() also caches entities
4782
4783         for (i = 0;i < r_refdef.scene.numentities;i++)
4784                 if (r_refdef.viewcache.entityvisible[i])
4785                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4786 }
4787
4788 //==================================================================================
4789
4790 extern cvar_t r_overheadsprites_pushback;
4791
4792 static void R_View_UpdateEntityLighting (void)
4793 {
4794         int i;
4795         entity_render_t *ent;
4796         vec3_t tempdiffusenormal, avg;
4797         vec_t f, fa, fd, fdd;
4798         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4799
4800         for (i = 0;i < r_refdef.scene.numentities;i++)
4801         {
4802                 ent = r_refdef.scene.entities[i];
4803
4804                 // skip unseen models and models that updated by CSQC
4805                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4806                         continue;
4807
4808                 // skip bsp models
4809                 if (ent->model && ent->model->brush.num_leafs)
4810                 {
4811                         // TODO: use modellight for r_ambient settings on world?
4812                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4813                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4815                         continue;
4816                 }
4817
4818                 // fetch the lighting from the worldmodel data
4819                 VectorClear(ent->modellight_ambient);
4820                 VectorClear(ent->modellight_diffuse);
4821                 VectorClear(tempdiffusenormal);
4822                 if (ent->flags & RENDER_LIGHT)
4823                 {
4824                         vec3_t org;
4825                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4826
4827                         // complete lightning for lit sprites
4828                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4830                         {
4831                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4833                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4834                         }
4835                         else
4836                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4837
4838                         if(ent->flags & RENDER_EQUALIZE)
4839                         {
4840                                 // first fix up ambient lighting...
4841                                 if(r_equalize_entities_minambient.value > 0)
4842                                 {
4843                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4844                                         if(fd > 0)
4845                                         {
4846                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847                                                 if(fa < r_equalize_entities_minambient.value * fd)
4848                                                 {
4849                                                         // solve:
4850                                                         //   fa'/fd' = minambient
4851                                                         //   fa'+0.25*fd' = fa+0.25*fd
4852                                                         //   ...
4853                                                         //   fa' = fd' * minambient
4854                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4855                                                         //   ...
4856                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4858                                                         //   ...
4859                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4861                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4863                                                 }
4864                                         }
4865                                 }
4866
4867                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4868                                 {
4869                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4871                                         f = fa + 0.25 * fd;
4872                                         if(f > 0)
4873                                         {
4874                                                 // adjust brightness and saturation to target
4875                                                 avg[0] = avg[1] = avg[2] = fa / f;
4876                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877                                                 avg[0] = avg[1] = avg[2] = fd / f;
4878                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4879                                         }
4880                                 }
4881                         }
4882                 }
4883                 else // highly rare
4884                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4885
4886                 // move the light direction into modelspace coordinates for lighting code
4887                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888                 if(VectorLength2(ent->modellight_lightdir) == 0)
4889                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890                 VectorNormalize(ent->modellight_lightdir);
4891         }
4892 }
4893
4894 #define MAX_LINEOFSIGHTTRACES 64
4895
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4897 {
4898         int i;
4899         vec3_t boxmins, boxmaxs;
4900         vec3_t start;
4901         vec3_t end;
4902         dp_model_t *model = r_refdef.scene.worldmodel;
4903
4904         if (!model || !model->brush.TraceLineOfSight)
4905                 return true;
4906
4907         // expand the box a little
4908         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4914
4915         // return true if eye is inside enlarged box
4916         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4917                 return true;
4918
4919         // try center
4920         VectorCopy(eye, start);
4921         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922         if (model->brush.TraceLineOfSight(model, start, end))
4923                 return true;
4924
4925         // try various random positions
4926         for (i = 0;i < numsamples;i++)
4927         {
4928                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929                 if (model->brush.TraceLineOfSight(model, start, end))
4930                         return true;
4931         }
4932
4933         return false;
4934 }
4935
4936
4937 static void R_View_UpdateEntityVisible (void)
4938 {
4939         int i;
4940         int renderimask;
4941         int samples;
4942         entity_render_t *ent;
4943
4944         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
4947                 :                                                          RENDER_EXTERIORMODEL;
4948         if (!r_drawviewmodel.integer)
4949                 renderimask |= RENDER_VIEWMODEL;
4950         if (!r_drawexteriormodel.integer)
4951                 renderimask |= RENDER_EXTERIORMODEL;
4952         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4953         {
4954                 // worldmodel can check visibility
4955                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956                 for (i = 0;i < r_refdef.scene.numentities;i++)
4957                 {
4958                         ent = r_refdef.scene.entities[i];
4959                         if (!(ent->flags & renderimask))
4960                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4961                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4962                                 r_refdef.viewcache.entityvisible[i] = true;
4963                 }
4964         }
4965         else
4966         {
4967                 // no worldmodel or it can't check visibility
4968                 for (i = 0;i < r_refdef.scene.numentities;i++)
4969                 {
4970                         ent = r_refdef.scene.entities[i];
4971                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4972                 }
4973         }
4974         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4976         {
4977                 for (i = 0;i < r_refdef.scene.numentities;i++)
4978                 {
4979                         if (!r_refdef.viewcache.entityvisible[i])
4980                                 continue;
4981                         ent = r_refdef.scene.entities[i];
4982                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4983                         {
4984                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4985                                 if (samples < 0)
4986                                         continue; // temp entities do pvs only
4987                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988                                         ent->last_trace_visibility = realtime;
4989                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990                                         r_refdef.viewcache.entityvisible[i] = 0;
4991                         }
4992                 }
4993         }
4994 }
4995
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
4998 {
4999         int i, sky;
5000         entity_render_t *ent;
5001
5002         sky = false;
5003         for (i = 0;i < r_refdef.scene.numentities;i++)
5004         {
5005                 if (!r_refdef.viewcache.entityvisible[i])
5006                         continue;
5007                 ent = r_refdef.scene.entities[i];
5008                 if (!ent->model || !ent->model->DrawSky)
5009                         continue;
5010                 ent->model->DrawSky(ent);
5011                 sky = true;
5012         }
5013         return sky;
5014 }
5015
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5018 {
5019         int i;
5020         entity_render_t *ent;
5021
5022         for (i = 0;i < r_refdef.scene.numentities;i++)
5023         {
5024                 if (!r_refdef.viewcache.entityvisible[i])
5025                         continue;
5026                 ent = r_refdef.scene.entities[i];
5027                 r_refdef.stats.entities++;
5028                 /*
5029                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5030                 {
5031                         vec3_t f, l, u, o;
5032                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033                         Con_Printf("R_DrawModels\n");
5034                         Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5035                         Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5036                         Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5037                 }
5038                 */
5039                 if (ent->model && ent->model->Draw != NULL)
5040                         ent->model->Draw(ent);
5041                 else
5042                         R_DrawNoModel(ent);
5043         }
5044 }
5045
5046 static void R_DrawModelsDepth(void)
5047 {
5048         int i;
5049         entity_render_t *ent;
5050
5051         for (i = 0;i < r_refdef.scene.numentities;i++)
5052         {
5053                 if (!r_refdef.viewcache.entityvisible[i])
5054                         continue;
5055                 ent = r_refdef.scene.entities[i];
5056                 if (ent->model && ent->model->DrawDepth != NULL)
5057                         ent->model->DrawDepth(ent);
5058         }
5059 }
5060
5061 static void R_DrawModelsDebug(void)
5062 {
5063         int i;
5064         entity_render_t *ent;
5065
5066         for (i = 0;i < r_refdef.scene.numentities;i++)
5067         {
5068                 if (!r_refdef.viewcache.entityvisible[i])
5069                         continue;
5070                 ent = r_refdef.scene.entities[i];
5071                 if (ent->model && ent->model->DrawDebug != NULL)
5072                         ent->model->DrawDebug(ent);
5073         }
5074 }
5075
5076 static void R_DrawModelsAddWaterPlanes(void)
5077 {
5078         int i;
5079         entity_render_t *ent;
5080
5081         for (i = 0;i < r_refdef.scene.numentities;i++)
5082         {
5083                 if (!r_refdef.viewcache.entityvisible[i])
5084                         continue;
5085                 ent = r_refdef.scene.entities[i];
5086                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087                         ent->model->DrawAddWaterPlanes(ent);
5088         }
5089 }
5090
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5092 {
5093         if (r_hdr_irisadaptation.integer)
5094         {
5095                 vec3_t ambient;
5096                 vec3_t diffuse;
5097                 vec3_t diffusenormal;
5098                 vec_t brightness;
5099                 vec_t goal;
5100                 vec_t current;
5101                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102                 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103                 brightness = max(0.0000001f, brightness);
5104                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106                 current = r_hdr_irisadaptation_value.value;
5107                 if (current < goal)
5108                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109                 else if (current > goal)
5110                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5113         }
5114         else if (r_hdr_irisadaptation_value.value != 1.0f)
5115                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5116 }
5117
5118 static void R_View_SetFrustum(const int *scissor)
5119 {
5120         int i;
5121         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122         vec3_t forward, left, up, origin, v;
5123
5124         if(scissor)
5125         {
5126                 // flipped x coordinates (because x points left here)
5127                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5129
5130                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131                 switch(vid.renderpath)
5132                 {
5133                         case RENDERPATH_D3D9:
5134                         case RENDERPATH_D3D10:
5135                         case RENDERPATH_D3D11:
5136                                 // non-flipped y coordinates
5137                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5139                                 break;
5140                         case RENDERPATH_SOFT:
5141                         case RENDERPATH_GL11:
5142                         case RENDERPATH_GL13:
5143                         case RENDERPATH_GL20:
5144                         case RENDERPATH_GLES1:
5145                         case RENDERPATH_GLES2:
5146                                 // non-flipped y coordinates
5147                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5149                                 break;
5150                 }
5151         }
5152
5153         // we can't trust r_refdef.view.forward and friends in reflected scenes
5154         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5155
5156 #if 0
5157         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5169 #endif
5170
5171 #if 0
5172         zNear = r_refdef.nearclip;
5173         nudge = 1.0 - 1.0 / (1<<23);
5174         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5182 #endif
5183
5184
5185
5186 #if 0
5187         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190         r_refdef.view.frustum[0].dist = m[15] - m[12];
5191
5192         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195         r_refdef.view.frustum[1].dist = m[15] + m[12];
5196
5197         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200         r_refdef.view.frustum[2].dist = m[15] - m[13];
5201
5202         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205         r_refdef.view.frustum[3].dist = m[15] + m[13];
5206
5207         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210         r_refdef.view.frustum[4].dist = m[15] - m[14];
5211
5212         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215         r_refdef.view.frustum[5].dist = m[15] + m[14];
5216 #endif
5217
5218         if (r_refdef.view.useperspective)
5219         {
5220                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5222                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5223                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5224                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5225
5226                 // then the normals from the corners relative to origin
5227                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5231
5232                 // in a NORMAL view, forward cross left == up
5233                 // in a REFLECTED view, forward cross left == down
5234                 // so our cross products above need to be adjusted for a left handed coordinate system
5235                 CrossProduct(forward, left, v);
5236                 if(DotProduct(v, up) < 0)
5237                 {
5238                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5242                 }
5243
5244                 // Leaving those out was a mistake, those were in the old code, and they
5245                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246                 // I couldn't reproduce it after adding those normalizations. --blub
5247                 VectorNormalize(r_refdef.view.frustum[0].normal);
5248                 VectorNormalize(r_refdef.view.frustum[1].normal);
5249                 VectorNormalize(r_refdef.view.frustum[2].normal);
5250                 VectorNormalize(r_refdef.view.frustum[3].normal);
5251
5252                 // make the corners absolute
5253                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5257
5258                 // one more normal
5259                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5260
5261                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5266         }
5267         else
5268         {
5269                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5279         }
5280         r_refdef.view.numfrustumplanes = 5;
5281
5282         if (r_refdef.view.useclipplane)
5283         {
5284                 r_refdef.view.numfrustumplanes = 6;
5285                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5286         }
5287
5288         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289                 PlaneClassify(r_refdef.view.frustum + i);
5290
5291         // LordHavoc: note to all quake engine coders, Quake had a special case
5292         // for 90 degrees which assumed a square view (wrong), so I removed it,
5293         // Quake2 has it disabled as well.
5294
5295         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298         //PlaneClassify(&frustum[0]);
5299
5300         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303         //PlaneClassify(&frustum[1]);
5304
5305         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308         //PlaneClassify(&frustum[2]);
5309
5310         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313         //PlaneClassify(&frustum[3]);
5314
5315         // nearclip plane
5316         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318         //PlaneClassify(&frustum[4]);
5319 }
5320
5321 void R_View_UpdateWithScissor(const int *myscissor)
5322 {
5323         R_Main_ResizeViewCache();
5324         R_View_SetFrustum(myscissor);
5325         R_View_WorldVisibility(r_refdef.view.useclipplane);
5326         R_View_UpdateEntityVisible();
5327         R_View_UpdateEntityLighting();
5328 }
5329
5330 void R_View_Update(void)
5331 {
5332         R_Main_ResizeViewCache();
5333         R_View_SetFrustum(NULL);
5334         R_View_WorldVisibility(r_refdef.view.useclipplane);
5335         R_View_UpdateEntityVisible();
5336         R_View_UpdateEntityLighting();
5337 }
5338
5339 float viewscalefpsadjusted = 1.0f;
5340
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5342 {
5343         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344         scale = bound(0.03125f, scale, 1.0f);
5345         *outwidth = (int)ceil(width * scale);
5346         *outheight = (int)ceil(height * scale);
5347 }
5348
5349 void R_Mesh_SetMainRenderTargets(void)
5350 {
5351         if (r_bloomstate.fbo_framebuffer)
5352                 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5353         else
5354                 R_Mesh_ResetRenderTargets();
5355 }
5356
5357 void R_SetupView(qboolean allowwaterclippingplane)
5358 {
5359         const float *customclipplane = NULL;
5360         float plane[4];
5361         int scaledwidth, scaledheight;
5362         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5363         {
5364                 // LordHavoc: couldn't figure out how to make this approach the
5365                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368                         dist = r_refdef.view.clipplane.dist;
5369                 plane[0] = r_refdef.view.clipplane.normal[0];
5370                 plane[1] = r_refdef.view.clipplane.normal[1];
5371                 plane[2] = r_refdef.view.clipplane.normal[2];
5372                 plane[3] = -dist;
5373                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5374         }
5375
5376         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377         if (!r_refdef.view.useperspective)
5378                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5379         else if (vid.stencil && r_useinfinitefarclip.integer)
5380                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5381         else
5382                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383         R_Mesh_SetMainRenderTargets();
5384         R_SetViewport(&r_refdef.view.viewport);
5385         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5386         {
5387                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388                 float screenplane[4];
5389                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5394         }
5395 }
5396
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5398 {
5399         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5400         {
5401                 gl_modelmatrixchanged = false;
5402                 gl_modelmatrix = *matrix;
5403                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5407                 CHECKGLERROR
5408                 switch(vid.renderpath)
5409                 {
5410                 case RENDERPATH_D3D9:
5411 #ifdef SUPPORTD3D
5412                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5414 #endif
5415                         break;
5416                 case RENDERPATH_D3D10:
5417                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5418                         break;
5419                 case RENDERPATH_D3D11:
5420                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5421                         break;
5422                 case RENDERPATH_GL11:
5423                 case RENDERPATH_GL13:
5424                 case RENDERPATH_GLES1:
5425                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5426                         break;
5427                 case RENDERPATH_SOFT:
5428                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5430                         break;
5431                 case RENDERPATH_GL20:
5432                 case RENDERPATH_GLES2:
5433                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5435                         break;
5436                 }
5437         }
5438 }
5439
5440 void R_ResetViewRendering2D(void)
5441 {
5442         r_viewport_t viewport;
5443         DrawQ_Finish();
5444
5445         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5447         R_Mesh_ResetRenderTargets();
5448         R_SetViewport(&viewport);
5449         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450         GL_Color(1, 1, 1, 1);
5451         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452         GL_BlendFunc(GL_ONE, GL_ZERO);
5453         GL_ScissorTest(false);
5454         GL_DepthMask(false);
5455         GL_DepthRange(0, 1);
5456         GL_DepthTest(false);
5457         GL_DepthFunc(GL_LEQUAL);
5458         R_EntityMatrix(&identitymatrix);
5459         R_Mesh_ResetTextureState();
5460         GL_PolygonOffset(0, 0);
5461         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462         switch(vid.renderpath)
5463         {
5464         case RENDERPATH_GL11:
5465         case RENDERPATH_GL13:
5466         case RENDERPATH_GL20:
5467         case RENDERPATH_GLES1:
5468         case RENDERPATH_GLES2:
5469                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470                 break;
5471         case RENDERPATH_D3D9:
5472         case RENDERPATH_D3D10:
5473         case RENDERPATH_D3D11:
5474         case RENDERPATH_SOFT:
5475                 break;
5476         }
5477         GL_CullFace(GL_NONE);
5478 }
5479
5480 void R_ResetViewRendering3D(void)
5481 {
5482         DrawQ_Finish();
5483
5484         R_SetupView(true);
5485         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486         GL_Color(1, 1, 1, 1);
5487         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488         GL_BlendFunc(GL_ONE, GL_ZERO);
5489         GL_ScissorTest(true);
5490         GL_DepthMask(true);
5491         GL_DepthRange(0, 1);
5492         GL_DepthTest(true);
5493         GL_DepthFunc(GL_LEQUAL);
5494         R_EntityMatrix(&identitymatrix);
5495         R_Mesh_ResetTextureState();
5496         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498         switch(vid.renderpath)
5499         {
5500         case RENDERPATH_GL11:
5501         case RENDERPATH_GL13:
5502         case RENDERPATH_GL20:
5503         case RENDERPATH_GLES1:
5504         case RENDERPATH_GLES2:
5505                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5506                 break;
5507         case RENDERPATH_D3D9:
5508         case RENDERPATH_D3D10:
5509         case RENDERPATH_D3D11:
5510         case RENDERPATH_SOFT:
5511                 break;
5512         }
5513         GL_CullFace(r_refdef.view.cullface_back);
5514 }
5515
5516 /*
5517 ================
5518 R_RenderView_UpdateViewVectors
5519 ================
5520 */
5521 static void R_RenderView_UpdateViewVectors(void)
5522 {
5523         // break apart the view matrix into vectors for various purposes
5524         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528         // make an inverted copy of the view matrix for tracking sprites
5529         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5530 }
5531
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5534
5535 static void R_Water_StartFrame(void)
5536 {
5537         int i;
5538         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539         r_waterstate_waterplane_t *p;
5540
5541         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5542                 return;
5543
5544         switch(vid.renderpath)
5545         {
5546         case RENDERPATH_GL20:
5547         case RENDERPATH_D3D9:
5548         case RENDERPATH_D3D10:
5549         case RENDERPATH_D3D11:
5550         case RENDERPATH_SOFT:
5551         case RENDERPATH_GLES2:
5552                 break;
5553         case RENDERPATH_GL11:
5554         case RENDERPATH_GL13:
5555         case RENDERPATH_GLES1:
5556                 return;
5557         }
5558
5559         // set waterwidth and waterheight to the water resolution that will be
5560         // used (often less than the screen resolution for faster rendering)
5561         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5562
5563         // calculate desired texture sizes
5564         // can't use water if the card does not support the texture size
5565         if (!r_water.integer || r_showsurfaces.integer)
5566                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567         else if (vid.support.arb_texture_non_power_of_two)
5568         {
5569                 texturewidth = waterwidth;
5570                 textureheight = waterheight;
5571                 camerawidth = waterwidth;
5572                 cameraheight = waterheight;
5573         }
5574         else
5575         {
5576                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5577                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5578                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5579                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5580         }
5581
5582         // allocate textures as needed
5583         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5584         {
5585                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5587                 {
5588                         if (p->texture_refraction)
5589                                 R_FreeTexture(p->texture_refraction);
5590                         p->texture_refraction = NULL;
5591                         if (p->texture_reflection)
5592                                 R_FreeTexture(p->texture_reflection);
5593                         p->texture_reflection = NULL;
5594                         if (p->texture_camera)
5595                                 R_FreeTexture(p->texture_camera);
5596                         p->texture_camera = NULL;
5597                 }
5598                 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599                 r_waterstate.texturewidth = texturewidth;
5600                 r_waterstate.textureheight = textureheight;
5601                 r_waterstate.camerawidth = camerawidth;
5602                 r_waterstate.cameraheight = cameraheight;
5603         }
5604
5605         if (r_waterstate.texturewidth)
5606         {
5607                 int scaledwidth, scaledheight;
5608
5609                 r_waterstate.enabled = true;
5610
5611                 // when doing a reduced render (HDR) we want to use a smaller area
5612                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614                 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5615
5616                 // set up variables that will be used in shader setup
5617                 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618                 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619                 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620                 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5621         }
5622
5623         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624         r_waterstate.numwaterplanes = 0;
5625 }
5626
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5628 {
5629         int planeindex, bestplaneindex, vertexindex;
5630         vec3_t mins, maxs, normal, center;
5631         vec_t planescore, bestplanescore;
5632         mplane_t plane;
5633         r_waterstate_waterplane_t *p;
5634         texture_t *t = R_GetCurrentTexture(surface->texture);
5635
5636         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5637         // average the vertex normals, find the surface bounds (after deformvertexes)
5638         VectorClear(normal);
5639         VectorCopy(rsurface.batchvertex3f, mins);
5640         VectorCopy(rsurface.batchvertex3f, maxs);
5641         for (vertexindex = 0;vertexindex < rsurface.batchnumvertices;vertexindex++)
5642         {
5643                 VectorAdd(normal, rsurface.batchnormal3f + vertexindex*3, normal);
5644                 mins[0] = min(mins[0], rsurface.batchvertex3f[vertexindex*3+0]);
5645                 mins[1] = min(mins[1], rsurface.batchvertex3f[vertexindex*3+1]);
5646                 mins[2] = min(mins[2], rsurface.batchvertex3f[vertexindex*3+2]);
5647                 maxs[0] = max(maxs[0], rsurface.batchvertex3f[vertexindex*3+0]);
5648                 maxs[1] = max(maxs[1], rsurface.batchvertex3f[vertexindex*3+1]);
5649                 maxs[2] = max(maxs[2], rsurface.batchvertex3f[vertexindex*3+2]);
5650         }
5651         VectorNormalize(normal);
5652         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5653
5654         VectorCopy(normal, plane.normal);
5655         VectorNormalize(plane.normal);
5656         plane.dist = DotProduct(center, plane.normal);
5657         PlaneClassify(&plane);
5658         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5659         {
5660                 // skip backfaces (except if nocullface is set)
5661                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5662                         return;
5663                 VectorNegate(plane.normal, plane.normal);
5664                 plane.dist *= -1;
5665                 PlaneClassify(&plane);
5666         }
5667
5668
5669         // find a matching plane if there is one
5670         bestplaneindex = -1;
5671         bestplanescore = 1048576.0f;
5672         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5673         {
5674                 if(p->camera_entity == t->camera_entity)
5675                 {
5676                         planescore = 100.0f - 100.0f * DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 25.0f;
5677                         if (bestplaneindex < 0 || bestplanescore > planescore)
5678                         {
5679                                 bestplaneindex = planeindex;
5680                                 bestplanescore = planescore;
5681                         }
5682                 }
5683         }
5684         planeindex = bestplaneindex;
5685         p = r_waterstate.waterplanes + planeindex;
5686
5687         // if this surface does not fit any known plane rendered this frame, add one
5688         if ((planeindex < 0 || bestplanescore > 100.0f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5689         {
5690                 // store the new plane
5691                 planeindex = r_waterstate.numwaterplanes;
5692                 p = r_waterstate.waterplanes + planeindex;
5693                 r_waterstate.numwaterplanes++;
5694                 p->plane = plane;
5695                 // clear materialflags and pvs
5696                 p->materialflags = 0;
5697                 p->pvsvalid = false;
5698                 p->camera_entity = t->camera_entity;
5699                 VectorCopy(mins, p->mins);
5700                 VectorCopy(maxs, p->maxs);
5701         }
5702         else
5703         {
5704                 // merge mins/maxs when we're adding this surface to the plane
5705                 p->mins[0] = min(p->mins[0], mins[0]);
5706                 p->mins[1] = min(p->mins[1], mins[1]);
5707                 p->mins[2] = min(p->mins[2], mins[2]);
5708                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5709                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5710                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5711         }
5712         // merge this surface's materialflags into the waterplane
5713         p->materialflags |= t->currentmaterialflags;
5714         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5715         {
5716                 // merge this surface's PVS into the waterplane
5717                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5718                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5719                 {
5720                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5721                         p->pvsvalid = true;
5722                 }
5723         }
5724 }
5725
5726 extern cvar_t r_drawparticles;
5727 extern cvar_t r_drawdecals;
5728
5729 static void R_Water_ProcessPlanes(void)
5730 {
5731         int myscissor[4];
5732         r_refdef_view_t originalview;
5733         r_refdef_view_t myview;
5734         int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5735         r_waterstate_waterplane_t *p;
5736         vec3_t visorigin;
5737
5738         originalview = r_refdef.view;
5739
5740         // lowquality hack, temporarily shut down some cvars and restore afterwards
5741         qualityreduction = r_water_lowquality.integer;
5742         if (qualityreduction > 0)
5743         {
5744                 if (qualityreduction >= 1)
5745                 {
5746                         old_r_shadows = r_shadows.integer;
5747                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5748                         old_r_dlight = r_shadow_realtime_dlight.integer;
5749                         Cvar_SetValueQuick(&r_shadows, 0);
5750                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5751                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5752                 }
5753                 if (qualityreduction >= 2)
5754                 {
5755                         old_r_dynamic = r_dynamic.integer;
5756                         old_r_particles = r_drawparticles.integer;
5757                         old_r_decals = r_drawdecals.integer;
5758                         Cvar_SetValueQuick(&r_dynamic, 0);
5759                         Cvar_SetValueQuick(&r_drawparticles, 0);
5760                         Cvar_SetValueQuick(&r_drawdecals, 0);
5761                 }
5762         }
5763
5764         // make sure enough textures are allocated
5765         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5766         {
5767                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5768                 {
5769                         if (!p->texture_refraction)
5770                                 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);
5771                         if (!p->texture_refraction)
5772                                 goto error;
5773                 }
5774                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5775                 {
5776                         if (!p->texture_camera)
5777                                 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);
5778                         if (!p->texture_camera)
5779                                 goto error;
5780                 }
5781
5782                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5783                 {
5784                         if (!p->texture_reflection)
5785                                 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);
5786                         if (!p->texture_reflection)
5787                                 goto error;
5788                 }
5789         }
5790
5791         // render views
5792         r_refdef.view = originalview;
5793         r_refdef.view.showdebug = false;
5794         r_refdef.view.width = r_waterstate.waterwidth;
5795         r_refdef.view.height = r_waterstate.waterheight;
5796         r_refdef.view.useclipplane = true;
5797         myview = r_refdef.view;
5798         r_waterstate.renderingscene = true;
5799         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5800         {
5801                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5802                 {
5803                         r_refdef.view = myview;
5804                         if(r_water_scissormode.integer)
5805                         {
5806                                 R_SetupView(true);
5807                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5808                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5809                         }
5810
5811                         // render reflected scene and copy into texture
5812                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5813                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5814                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5815                         r_refdef.view.clipplane = p->plane;
5816                         // reverse the cullface settings for this render
5817                         r_refdef.view.cullface_front = GL_FRONT;
5818                         r_refdef.view.cullface_back = GL_BACK;
5819                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5820                         {
5821                                 r_refdef.view.usecustompvs = true;
5822                                 if (p->pvsvalid)
5823                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5824                                 else
5825                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5826                         }
5827
5828                         R_ResetViewRendering3D();
5829                         R_ClearScreen(r_refdef.fogenabled);
5830                         if(r_water_scissormode.integer & 2)
5831                                 R_View_UpdateWithScissor(myscissor);
5832                         else
5833                                 R_View_Update();
5834                         if(r_water_scissormode.integer & 1)
5835                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5836                         R_RenderScene();
5837
5838                         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);
5839                 }
5840
5841                 // render the normal view scene and copy into texture
5842                 // (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)
5843                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5844                 {
5845                         r_refdef.view = myview;
5846                         if(r_water_scissormode.integer)
5847                         {
5848                                 R_SetupView(true);
5849                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5850                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5851                         }
5852
5853                         r_waterstate.renderingrefraction = true;
5854
5855                         r_refdef.view.clipplane = p->plane;
5856                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5857                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5858
5859                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5860                         {
5861                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5862                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5863                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5864                                 R_RenderView_UpdateViewVectors();
5865                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5866                                 {
5867                                         r_refdef.view.usecustompvs = true;
5868                                         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);
5869                                 }
5870                         }
5871
5872                         PlaneClassify(&r_refdef.view.clipplane);
5873
5874                         R_ResetViewRendering3D();
5875                         R_ClearScreen(r_refdef.fogenabled);
5876                         if(r_water_scissormode.integer & 2)
5877                                 R_View_UpdateWithScissor(myscissor);
5878                         else
5879                                 R_View_Update();
5880                         if(r_water_scissormode.integer & 1)
5881                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5882                         R_RenderScene();
5883
5884                         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);
5885                         r_waterstate.renderingrefraction = false;
5886                 }
5887                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5888                 {
5889                         r_refdef.view = myview;
5890
5891                         r_refdef.view.clipplane = p->plane;
5892                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5893                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5894
5895                         r_refdef.view.width = r_waterstate.camerawidth;
5896                         r_refdef.view.height = r_waterstate.cameraheight;
5897                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5898                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5899
5900                         if(p->camera_entity)
5901                         {
5902                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5903                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5904                         }
5905
5906                         // note: all of the view is used for displaying... so
5907                         // there is no use in scissoring
5908
5909                         // reverse the cullface settings for this render
5910                         r_refdef.view.cullface_front = GL_FRONT;
5911                         r_refdef.view.cullface_back = GL_BACK;
5912                         // also reverse the view matrix
5913                         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
5914                         R_RenderView_UpdateViewVectors();
5915                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5916                         {
5917                                 r_refdef.view.usecustompvs = true;
5918                                 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);
5919                         }
5920                         
5921                         // camera needs no clipplane
5922                         r_refdef.view.useclipplane = false;
5923
5924                         PlaneClassify(&r_refdef.view.clipplane);
5925
5926                         R_ResetViewRendering3D();
5927                         R_ClearScreen(r_refdef.fogenabled);
5928                         R_View_Update();
5929                         R_RenderScene();
5930
5931                         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);
5932                         r_waterstate.renderingrefraction = false;
5933                 }
5934
5935         }
5936         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5937         r_waterstate.renderingscene = false;
5938         r_refdef.view = originalview;
5939         R_ResetViewRendering3D();
5940         R_ClearScreen(r_refdef.fogenabled);
5941         R_View_Update();
5942         goto finish;
5943 error:
5944         r_refdef.view = originalview;
5945         r_waterstate.renderingscene = false;
5946         Cvar_SetValueQuick(&r_water, 0);
5947         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5948 finish:
5949         // lowquality hack, restore cvars
5950         if (qualityreduction > 0)
5951         {
5952                 if (qualityreduction >= 1)
5953                 {
5954                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5955                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5956                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5957                 }
5958                 if (qualityreduction >= 2)
5959                 {
5960                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5961                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5962                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5963                 }
5964         }
5965 }
5966
5967 void R_Bloom_StartFrame(void)
5968 {
5969         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5970         int viewwidth, viewheight;
5971         textype_t textype;
5972
5973         if (r_viewscale_fpsscaling.integer)
5974         {
5975                 double actualframetime;
5976                 double targetframetime;
5977                 double adjust;
5978                 actualframetime = r_refdef.lastdrawscreentime;
5979                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5980                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5981                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5982                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5983                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5984                 viewscalefpsadjusted += adjust;
5985                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5986         }
5987         else
5988                 viewscalefpsadjusted = 1.0f;
5989
5990         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5991
5992         switch(vid.renderpath)
5993         {
5994         case RENDERPATH_GL20:
5995         case RENDERPATH_D3D9:
5996         case RENDERPATH_D3D10:
5997         case RENDERPATH_D3D11:
5998         case RENDERPATH_SOFT:
5999         case RENDERPATH_GLES2:
6000                 break;
6001         case RENDERPATH_GL11:
6002         case RENDERPATH_GL13:
6003         case RENDERPATH_GLES1:
6004                 return;
6005         }
6006
6007         // set bloomwidth and bloomheight to the bloom resolution that will be
6008         // used (often less than the screen resolution for faster rendering)
6009         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6010         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6011         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6012         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6013         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6014
6015         // calculate desired texture sizes
6016         if (vid.support.arb_texture_non_power_of_two)
6017         {
6018                 screentexturewidth = vid.width;
6019                 screentextureheight = vid.height;
6020                 bloomtexturewidth = r_bloomstate.bloomwidth;
6021                 bloomtextureheight = r_bloomstate.bloomheight;
6022         }
6023         else
6024         {
6025                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
6026                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
6027                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
6028                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
6029         }
6030
6031         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))
6032         {
6033                 Cvar_SetValueQuick(&r_hdr, 0);
6034                 Cvar_SetValueQuick(&r_bloom, 0);
6035                 Cvar_SetValueQuick(&r_motionblur, 0);
6036                 Cvar_SetValueQuick(&r_damageblur, 0);
6037         }
6038
6039         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6040                 screentexturewidth = screentextureheight = 0;
6041         if (!r_hdr.integer && !r_bloom.integer)
6042                 bloomtexturewidth = bloomtextureheight = 0;
6043
6044         textype = TEXTYPE_COLORBUFFER;
6045         switch (vid.renderpath)
6046         {
6047         case RENDERPATH_GL20:
6048         case RENDERPATH_GLES2:
6049                 if (vid.support.ext_framebuffer_object)
6050                 {
6051                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6052                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6053                 }
6054                 break;
6055         case RENDERPATH_GL11:
6056         case RENDERPATH_GL13:
6057         case RENDERPATH_GLES1:
6058         case RENDERPATH_D3D9:
6059         case RENDERPATH_D3D10:
6060         case RENDERPATH_D3D11:
6061         case RENDERPATH_SOFT:
6062                 break;
6063         }
6064
6065         // allocate textures as needed
6066         if (r_bloomstate.screentexturewidth != screentexturewidth
6067          || r_bloomstate.screentextureheight != screentextureheight
6068          || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6069          || r_bloomstate.bloomtextureheight != bloomtextureheight
6070          || r_bloomstate.texturetype != textype
6071          || r_bloomstate.viewfbo != r_viewfbo.integer)
6072         {
6073                 if (r_bloomstate.texture_bloom)
6074                         R_FreeTexture(r_bloomstate.texture_bloom);
6075                 r_bloomstate.texture_bloom = NULL;
6076                 if (r_bloomstate.texture_screen)
6077                         R_FreeTexture(r_bloomstate.texture_screen);
6078                 r_bloomstate.texture_screen = NULL;
6079                 if (r_bloomstate.fbo_framebuffer)
6080                         R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6081                 r_bloomstate.fbo_framebuffer = 0;
6082                 if (r_bloomstate.texture_framebuffercolor)
6083                         R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6084                 r_bloomstate.texture_framebuffercolor = NULL;
6085                 if (r_bloomstate.texture_framebufferdepth)
6086                         R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6087                 r_bloomstate.texture_framebufferdepth = NULL;
6088                 r_bloomstate.screentexturewidth = screentexturewidth;
6089                 r_bloomstate.screentextureheight = screentextureheight;
6090                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6091                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6092                 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6093                 {
6094                         // FIXME: choose depth bits based on a cvar
6095                         r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6096                         r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6097                         r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6098                         R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6099 #ifndef USE_GLES2
6100                         // render depth into one texture and normalmap into the other
6101                         if (qglDrawBuffer)
6102                         {
6103                                 int status;
6104                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6105                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6106                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6107                                 if (status != GL_FRAMEBUFFER_COMPLETE)
6108                                         Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6109                         }
6110 #endif
6111                 }
6112                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6113                 r_bloomstate.bloomtextureheight = bloomtextureheight;
6114                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6115                         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);
6116                 r_bloomstate.viewfbo = r_viewfbo.integer;
6117                 r_bloomstate.texturetype = textype;
6118         }
6119
6120         // when doing a reduced render (HDR) we want to use a smaller area
6121         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6122         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6123         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6124         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6125         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6126
6127         // set up a texcoord array for the full resolution screen image
6128         // (we have to keep this around to copy back during final render)
6129         r_bloomstate.screentexcoord2f[0] = 0;
6130         r_bloomstate.screentexcoord2f[1] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6131         r_bloomstate.screentexcoord2f[2] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6132         r_bloomstate.screentexcoord2f[3] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6133         r_bloomstate.screentexcoord2f[4] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6134         r_bloomstate.screentexcoord2f[5] = 0;
6135         r_bloomstate.screentexcoord2f[6] = 0;
6136         r_bloomstate.screentexcoord2f[7] = 0;
6137
6138         // set up a texcoord array for the reduced resolution bloom image
6139         // (which will be additive blended over the screen image)
6140         r_bloomstate.bloomtexcoord2f[0] = 0;
6141         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6142         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6143         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6144         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6145         r_bloomstate.bloomtexcoord2f[5] = 0;
6146         r_bloomstate.bloomtexcoord2f[6] = 0;
6147         r_bloomstate.bloomtexcoord2f[7] = 0;
6148
6149         switch(vid.renderpath)
6150         {
6151         case RENDERPATH_GL11:
6152         case RENDERPATH_GL13:
6153         case RENDERPATH_GL20:
6154         case RENDERPATH_SOFT:
6155         case RENDERPATH_GLES1:
6156         case RENDERPATH_GLES2:
6157                 break;
6158         case RENDERPATH_D3D9:
6159         case RENDERPATH_D3D10:
6160         case RENDERPATH_D3D11:
6161                 {
6162                         int i;
6163                         for (i = 0;i < 4;i++)
6164                         {
6165                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6166                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6167                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6168                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6169                         }
6170                 }
6171                 break;
6172         }
6173
6174         if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6175         {
6176                 r_bloomstate.enabled = true;
6177                 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6178         }
6179
6180         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);
6181
6182         if (r_bloomstate.fbo_framebuffer)
6183                 r_refdef.view.clear = true;
6184 }
6185
6186 void R_Bloom_CopyBloomTexture(float colorscale)
6187 {
6188         r_refdef.stats.bloom++;
6189
6190         // scale down screen texture to the bloom texture size
6191         CHECKGLERROR
6192         R_Mesh_SetMainRenderTargets();
6193         R_SetViewport(&r_bloomstate.viewport);
6194         GL_BlendFunc(GL_ONE, GL_ZERO);
6195         GL_Color(colorscale, colorscale, colorscale, 1);
6196         // 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...
6197         switch(vid.renderpath)
6198         {
6199         case RENDERPATH_GL11:
6200         case RENDERPATH_GL13:
6201         case RENDERPATH_GL20:
6202         case RENDERPATH_GLES1:
6203         case RENDERPATH_GLES2:
6204         case RENDERPATH_SOFT:
6205                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6206                 break;
6207         case RENDERPATH_D3D9:
6208         case RENDERPATH_D3D10:
6209         case RENDERPATH_D3D11:
6210                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6211                 break;
6212         }
6213         // TODO: do boxfilter scale-down in shader?
6214         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6215         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6216         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6217
6218         // we now have a bloom image in the framebuffer
6219         // copy it into the bloom image texture for later processing
6220         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);
6221         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6222 }
6223
6224 void R_Bloom_CopyHDRTexture(void)
6225 {
6226         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);
6227         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6228 }
6229
6230 void R_Bloom_MakeTexture(void)
6231 {
6232         int x, range, dir;
6233         float xoffset, yoffset, r, brighten;
6234
6235         r_refdef.stats.bloom++;
6236
6237         R_ResetViewRendering2D();
6238
6239         // we have a bloom image in the framebuffer
6240         CHECKGLERROR
6241         R_SetViewport(&r_bloomstate.viewport);
6242
6243         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6244         {
6245                 x *= 2;
6246                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6247                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6248                 GL_Color(r,r,r,1);
6249                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6250                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6251                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6252                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6253
6254                 // copy the vertically blurred bloom view to a texture
6255                 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);
6256                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6257         }
6258
6259         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6260         brighten = r_bloom_brighten.value;
6261         if (r_bloomstate.hdr)
6262                 brighten *= r_hdr_range.value;
6263         brighten = sqrt(brighten);
6264         if(range >= 1)
6265                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6266         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6267
6268         for (dir = 0;dir < 2;dir++)
6269         {
6270                 // blend on at multiple vertical offsets to achieve a vertical blur
6271                 // TODO: do offset blends using GLSL
6272                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6273                 GL_BlendFunc(GL_ONE, GL_ZERO);
6274                 for (x = -range;x <= range;x++)
6275                 {
6276                         if (!dir){xoffset = 0;yoffset = x;}
6277                         else {xoffset = x;yoffset = 0;}
6278                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
6279                         yoffset /= (float)r_bloomstate.bloomtextureheight;
6280                         // compute a texcoord array with the specified x and y offset
6281                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6282                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6283                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6284                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6285                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6286                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6287                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6288                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6289                         // this r value looks like a 'dot' particle, fading sharply to
6290                         // black at the edges
6291                         // (probably not realistic but looks good enough)
6292                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6293                         //r = brighten/(range*2+1);
6294                         r = brighten / (range * 2 + 1);
6295                         if(range >= 1)
6296                                 r *= (1 - x*x/(float)(range*range));
6297                         GL_Color(r, r, r, 1);
6298                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6299                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6300                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6301                         GL_BlendFunc(GL_ONE, GL_ONE);
6302                 }
6303
6304                 // copy the vertically blurred bloom view to a texture
6305                 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);
6306                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6307         }
6308 }
6309
6310 void R_HDR_RenderBloomTexture(void)
6311 {
6312         int oldwidth, oldheight;
6313         float oldcolorscale;
6314         qboolean oldwaterstate;
6315
6316         oldwaterstate = r_waterstate.enabled;
6317         oldcolorscale = r_refdef.view.colorscale;
6318         oldwidth = r_refdef.view.width;
6319         oldheight = r_refdef.view.height;
6320         r_refdef.view.width = r_bloomstate.bloomwidth;
6321         r_refdef.view.height = r_bloomstate.bloomheight;
6322
6323         if(r_hdr.integer < 2)
6324                 r_waterstate.enabled = false;
6325
6326         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
6327         // TODO: add exposure compensation features
6328         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6329
6330         r_refdef.view.showdebug = false;
6331         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6332
6333         R_ResetViewRendering3D();
6334
6335         R_ClearScreen(r_refdef.fogenabled);
6336         if (r_timereport_active)
6337                 R_TimeReport("HDRclear");
6338
6339         R_View_Update();
6340         if (r_timereport_active)
6341                 R_TimeReport("visibility");
6342
6343         // only do secondary renders with HDR if r_hdr is 2 or higher
6344         r_waterstate.numwaterplanes = 0;
6345         if (r_waterstate.enabled)
6346                 R_RenderWaterPlanes();
6347
6348         r_refdef.view.showdebug = true;
6349         R_RenderScene();
6350         r_waterstate.numwaterplanes = 0;
6351
6352         R_ResetViewRendering2D();
6353
6354         R_Bloom_CopyHDRTexture();
6355         R_Bloom_MakeTexture();
6356
6357         // restore the view settings
6358         r_waterstate.enabled = oldwaterstate;
6359         r_refdef.view.width = oldwidth;
6360         r_refdef.view.height = oldheight;
6361         r_refdef.view.colorscale = oldcolorscale;
6362
6363         R_ResetViewRendering3D();
6364
6365         R_ClearScreen(r_refdef.fogenabled);
6366         if (r_timereport_active)
6367                 R_TimeReport("viewclear");
6368 }
6369
6370 static void R_BlendView(void)
6371 {
6372         unsigned int permutation;
6373         float uservecs[4][4];
6374
6375         switch (vid.renderpath)
6376         {
6377         case RENDERPATH_GL20:
6378         case RENDERPATH_D3D9:
6379         case RENDERPATH_D3D10:
6380         case RENDERPATH_D3D11:
6381         case RENDERPATH_SOFT:
6382         case RENDERPATH_GLES2:
6383                 permutation =
6384                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6385                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6386                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6387                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6388                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6389
6390                 if (r_bloomstate.texture_screen)
6391                 {
6392                         // make sure the buffer is available
6393                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6394
6395                         R_ResetViewRendering2D();
6396                         R_Mesh_SetMainRenderTargets();
6397
6398                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6399                         {
6400                                 // declare variables
6401                                 float blur_factor, blur_mouseaccel, blur_velocity;
6402                                 static float blur_average; 
6403                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6404
6405                                 // set a goal for the factoring
6406                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6407                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6408                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6409                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6410                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6411                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6412
6413                                 // from the goal, pick an averaged value between goal and last value
6414                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6415                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6416                                 
6417                                 // enforce minimum amount of blur 
6418                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6419                                 
6420                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6421
6422                                 // calculate values into a standard alpha
6423                                 cl.motionbluralpha = 1 - exp(-
6424                                                 (
6425                                                  (r_motionblur.value * blur_factor / 80)
6426                                                  +
6427                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6428                                                 )
6429                                                 /
6430                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6431                                           );
6432                                 
6433                                 // randomization for the blur value to combat persistent ghosting
6434                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6435                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6436                                 
6437                                 // apply the blur
6438                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6439                                 {
6440                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6441                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6442                                         switch(vid.renderpath)
6443                                         {
6444                                         case RENDERPATH_GL11:
6445                                         case RENDERPATH_GL13:
6446                                         case RENDERPATH_GL20:
6447                                         case RENDERPATH_GLES1:
6448                                         case RENDERPATH_GLES2:
6449                                         case RENDERPATH_SOFT:
6450                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6451                                                 break;
6452                                         case RENDERPATH_D3D9:
6453                                         case RENDERPATH_D3D10:
6454                                         case RENDERPATH_D3D11:
6455                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6456                                                 break;
6457                                         }
6458                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6459                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6460                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6461                                 }
6462                                 
6463                                 // updates old view angles for next pass 
6464                                 VectorCopy(cl.viewangles, blur_oldangles);
6465                         }
6466
6467                         // copy view into the screen texture
6468                         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);
6469                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6470                 }
6471                 else if (!r_bloomstate.texture_bloom)
6472                 {
6473                         // we may still have to do view tint...
6474                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6475                         {
6476                                 // apply a color tint to the whole view
6477                                 R_ResetViewRendering2D();
6478                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6479                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6480                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6481                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6482                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6483                         }
6484                         break; // no screen processing, no bloom, skip it
6485                 }
6486
6487                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6488                 {
6489                         // render simple bloom effect
6490                         // copy the screen and shrink it and darken it for the bloom process
6491                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6492                         // make the bloom texture
6493                         R_Bloom_MakeTexture();
6494                 }
6495
6496 #if _MSC_VER >= 1400
6497 #define sscanf sscanf_s
6498 #endif
6499                 memset(uservecs, 0, sizeof(uservecs));
6500                 if (r_glsl_postprocess_uservec1_enable.integer)
6501                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6502                 if (r_glsl_postprocess_uservec2_enable.integer)
6503                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6504                 if (r_glsl_postprocess_uservec3_enable.integer)
6505                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6506                 if (r_glsl_postprocess_uservec4_enable.integer)
6507                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6508
6509                 R_ResetViewRendering2D();
6510                 GL_Color(1, 1, 1, 1);
6511                 GL_BlendFunc(GL_ONE, GL_ZERO);
6512
6513                 switch(vid.renderpath)
6514                 {
6515                 case RENDERPATH_GL20:
6516                 case RENDERPATH_GLES2:
6517                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6518                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6519                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
6520                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
6521                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6522                         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]);
6523                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6524                         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]);
6525                         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]);
6526                         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]);
6527                         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]);
6528                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6529                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6530                         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);
6531                         break;
6532                 case RENDERPATH_D3D9:
6533 #ifdef SUPPORTD3D
6534                         // 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...
6535                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6536                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6537                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6538                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6539                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6540                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6541                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6542                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6543                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6544                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6545                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6546                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6547                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6548                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6549 #endif
6550                         break;
6551                 case RENDERPATH_D3D10:
6552                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6553                         break;
6554                 case RENDERPATH_D3D11:
6555                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6556                         break;
6557                 case RENDERPATH_SOFT:
6558                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6559                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6560                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6561                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6562                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6563                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6564                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6565                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6566                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6567                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6568                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6569                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6570                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6571                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6572                         break;
6573                 default:
6574                         break;
6575                 }
6576                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6577                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6578                 break;
6579         case RENDERPATH_GL11:
6580         case RENDERPATH_GL13:
6581         case RENDERPATH_GLES1:
6582                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6583                 {
6584                         // apply a color tint to the whole view
6585                         R_ResetViewRendering2D();
6586                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6587                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6588                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6589                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6590                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6591                 }
6592                 break;
6593         }
6594 }
6595
6596 matrix4x4_t r_waterscrollmatrix;
6597
6598 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6599 {
6600         // Nehahra fog
6601         if (gamemode == GAME_NEHAHRA)
6602         {
6603                 if (gl_fogenable.integer)
6604                 {
6605                         r_refdef.oldgl_fogenable = true;
6606                         r_refdef.fog_density = gl_fogdensity.value;
6607                         r_refdef.fog_red = gl_fogred.value;
6608                         r_refdef.fog_green = gl_foggreen.value;
6609                         r_refdef.fog_blue = gl_fogblue.value;
6610                         r_refdef.fog_alpha = 1;
6611                         r_refdef.fog_start = 0;
6612                         r_refdef.fog_end = gl_skyclip.value;
6613                         r_refdef.fog_height = 1<<30;
6614                         r_refdef.fog_fadedepth = 128;
6615                 }
6616                 else if (r_refdef.oldgl_fogenable)
6617                 {
6618                         r_refdef.oldgl_fogenable = false;
6619                         r_refdef.fog_density = 0;
6620                         r_refdef.fog_red = 0;
6621                         r_refdef.fog_green = 0;
6622                         r_refdef.fog_blue = 0;
6623                         r_refdef.fog_alpha = 0;
6624                         r_refdef.fog_start = 0;
6625                         r_refdef.fog_end = 0;
6626                         r_refdef.fog_height = 1<<30;
6627                         r_refdef.fog_fadedepth = 128;
6628                 }
6629         }
6630
6631         // fog parms
6632         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6633         r_refdef.fog_start = max(0, r_refdef.fog_start);
6634         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6635
6636         if (r_refdef.fog_density && r_drawfog.integer)
6637         {
6638                 r_refdef.fogenabled = true;
6639                 // this is the point where the fog reaches 0.9986 alpha, which we
6640                 // consider a good enough cutoff point for the texture
6641                 // (0.9986 * 256 == 255.6)
6642                 if (r_fog_exp2.integer)
6643                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6644                 else
6645                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6646                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6647                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6648                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6649                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6650                         R_BuildFogHeightTexture();
6651                 // fog color was already set
6652                 // update the fog texture
6653                 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)
6654                         R_BuildFogTexture();
6655                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6656                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6657         }
6658         else
6659                 r_refdef.fogenabled = false;
6660
6661         // fog color
6662         if (r_refdef.fog_density)
6663         {
6664                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6665                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6666                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6667
6668                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6669                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6670                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6671                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6672
6673                 {
6674                         vec3_t fogvec;
6675                         VectorCopy(r_refdef.fogcolor, fogvec);
6676                         //   color.rgb *= ContrastBoost * SceneBrightness;
6677                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6678                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6679                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6680                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6681                 }
6682         }
6683 }
6684
6685 void R_UpdateVariables(void)
6686 {
6687         R_Textures_Frame();
6688
6689         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6690
6691         r_refdef.farclip = r_farclip_base.value;
6692         if (r_refdef.scene.worldmodel)
6693                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6694         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6695
6696         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6697                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6698         r_refdef.polygonfactor = 0;
6699         r_refdef.polygonoffset = 0;
6700         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6701         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6702
6703         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6704         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6705         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6706         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6707         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6708         if (FAKELIGHT_ENABLED)
6709         {
6710                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6711         }
6712         if (r_showsurfaces.integer)
6713         {
6714                 r_refdef.scene.rtworld = false;
6715                 r_refdef.scene.rtworldshadows = false;
6716                 r_refdef.scene.rtdlight = false;
6717                 r_refdef.scene.rtdlightshadows = false;
6718                 r_refdef.lightmapintensity = 0;
6719         }
6720
6721         switch(vid.renderpath)
6722         {
6723         case RENDERPATH_GL20:
6724         case RENDERPATH_D3D9:
6725         case RENDERPATH_D3D10:
6726         case RENDERPATH_D3D11:
6727         case RENDERPATH_SOFT:
6728         case RENDERPATH_GLES2:
6729                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6730                 {
6731                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6732                         {
6733                                 // build GLSL gamma texture
6734 #define RAMPWIDTH 256
6735                                 unsigned short ramp[RAMPWIDTH * 3];
6736                                 unsigned char rampbgr[RAMPWIDTH][4];
6737                                 int i;
6738
6739                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6740
6741                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6742                                 for(i = 0; i < RAMPWIDTH; ++i)
6743                                 {
6744                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6745                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6746                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6747                                         rampbgr[i][3] = 0;
6748                                 }
6749                                 if (r_texture_gammaramps)
6750                                 {
6751                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6752                                 }
6753                                 else
6754                                 {
6755                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6756                                 }
6757                         }
6758                 }
6759                 else
6760                 {
6761                         // remove GLSL gamma texture
6762                 }
6763                 break;
6764         case RENDERPATH_GL11:
6765         case RENDERPATH_GL13:
6766         case RENDERPATH_GLES1:
6767                 break;
6768         }
6769 }
6770
6771 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6772 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6773 /*
6774 ================
6775 R_SelectScene
6776 ================
6777 */
6778 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6779         if( scenetype != r_currentscenetype ) {
6780                 // store the old scenetype
6781                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6782                 r_currentscenetype = scenetype;
6783                 // move in the new scene
6784                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6785         }
6786 }
6787
6788 /*
6789 ================
6790 R_GetScenePointer
6791 ================
6792 */
6793 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6794 {
6795         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6796         if( scenetype == r_currentscenetype ) {
6797                 return &r_refdef.scene;
6798         } else {
6799                 return &r_scenes_store[ scenetype ];
6800         }
6801 }
6802
6803 int R_SortEntities_Compare(const void *ap, const void *bp)
6804 {
6805         const entity_render_t *a = *(const entity_render_t **)ap;
6806         const entity_render_t *b = *(const entity_render_t **)bp;
6807
6808         // 1. compare model
6809         if(a->model < b->model)
6810                 return -1;
6811         if(a->model > b->model)
6812                 return +1;
6813
6814         // 2. compare skin
6815         // TODO possibly calculate the REAL skinnum here first using
6816         // skinscenes?
6817         if(a->skinnum < b->skinnum)
6818                 return -1;
6819         if(a->skinnum > b->skinnum)
6820                 return +1;
6821
6822         // everything we compared is equal
6823         return 0;
6824 }
6825 void R_SortEntities(void)
6826 {
6827         // below or equal 2 ents, sorting never gains anything
6828         if(r_refdef.scene.numentities <= 2)
6829                 return;
6830         // sort
6831         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6832 }
6833
6834 /*
6835 ================
6836 R_RenderView
6837 ================
6838 */
6839 int dpsoftrast_test;
6840 extern void R_Shadow_UpdateBounceGridTexture(void);
6841 extern cvar_t r_shadow_bouncegrid;
6842 void R_RenderView(void)
6843 {
6844         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6845
6846         dpsoftrast_test = r_test.integer;
6847
6848         if (r_timereport_active)
6849                 R_TimeReport("start");
6850         r_textureframe++; // used only by R_GetCurrentTexture
6851         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6852
6853         if(R_CompileShader_CheckStaticParms())
6854                 R_GLSL_Restart_f();
6855
6856         if (!r_drawentities.integer)
6857                 r_refdef.scene.numentities = 0;
6858         else if (r_sortentities.integer)
6859                 R_SortEntities();
6860
6861         R_AnimCache_ClearCache();
6862         R_FrameData_NewFrame();
6863
6864         /* adjust for stereo display */
6865         if(R_Stereo_Active())
6866         {
6867                 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);
6868                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6869         }
6870
6871         if (r_refdef.view.isoverlay)
6872         {
6873                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6874                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6875                 R_TimeReport("depthclear");
6876
6877                 r_refdef.view.showdebug = false;
6878
6879                 r_waterstate.enabled = false;
6880                 r_waterstate.numwaterplanes = 0;
6881
6882                 R_RenderScene();
6883
6884                 r_refdef.view.matrix = originalmatrix;
6885
6886                 CHECKGLERROR
6887                 return;
6888         }
6889
6890         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6891         {
6892                 r_refdef.view.matrix = originalmatrix;
6893                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6894         }
6895
6896         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6897
6898         R_RenderView_UpdateViewVectors();
6899
6900         R_Shadow_UpdateWorldLightSelection();
6901
6902         R_Bloom_StartFrame();
6903         R_Water_StartFrame();
6904
6905         CHECKGLERROR
6906         if (r_timereport_active)
6907                 R_TimeReport("viewsetup");
6908
6909         R_ResetViewRendering3D();
6910
6911         if (r_refdef.view.clear || r_refdef.fogenabled)
6912         {
6913                 R_ClearScreen(r_refdef.fogenabled);
6914                 if (r_timereport_active)
6915                         R_TimeReport("viewclear");
6916         }
6917         r_refdef.view.clear = true;
6918
6919         // this produces a bloom texture to be used in R_BlendView() later
6920         if (r_bloomstate.hdr)
6921         {
6922                 R_HDR_RenderBloomTexture();
6923                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6924                 r_textureframe++; // used only by R_GetCurrentTexture
6925         }
6926
6927         r_refdef.view.showdebug = true;
6928
6929         R_View_Update();
6930         if (r_timereport_active)
6931                 R_TimeReport("visibility");
6932
6933         R_Shadow_UpdateBounceGridTexture();
6934         if (r_timereport_active && r_shadow_bouncegrid.integer)
6935                 R_TimeReport("bouncegrid");
6936
6937         r_waterstate.numwaterplanes = 0;
6938         if (r_waterstate.enabled)
6939                 R_RenderWaterPlanes();
6940
6941         R_RenderScene();
6942         r_waterstate.numwaterplanes = 0;
6943
6944         R_BlendView();
6945         if (r_timereport_active)
6946                 R_TimeReport("blendview");
6947
6948         GL_Scissor(0, 0, vid.width, vid.height);
6949         GL_ScissorTest(false);
6950
6951         r_refdef.view.matrix = originalmatrix;
6952
6953         CHECKGLERROR
6954 }
6955
6956 void R_RenderWaterPlanes(void)
6957 {
6958         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6959         {
6960                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6961                 if (r_timereport_active)
6962                         R_TimeReport("waterworld");
6963         }
6964
6965         // don't let sound skip if going slow
6966         if (r_refdef.scene.extraupdate)
6967                 S_ExtraUpdate ();
6968
6969         R_DrawModelsAddWaterPlanes();
6970         if (r_timereport_active)
6971                 R_TimeReport("watermodels");
6972
6973         if (r_waterstate.numwaterplanes)
6974         {
6975                 R_Water_ProcessPlanes();
6976                 if (r_timereport_active)
6977                         R_TimeReport("waterscenes");
6978         }
6979 }
6980
6981 extern void R_DrawLightningBeams (void);
6982 extern void VM_CL_AddPolygonsToMeshQueue (void);
6983 extern void R_DrawPortals (void);
6984 extern cvar_t cl_locs_show;
6985 static void R_DrawLocs(void);
6986 static void R_DrawEntityBBoxes(void);
6987 static void R_DrawModelDecals(void);
6988 extern void R_DrawModelShadows(void);
6989 extern void R_DrawModelShadowMaps(void);
6990 extern cvar_t cl_decals_newsystem;
6991 extern qboolean r_shadow_usingdeferredprepass;
6992 void R_RenderScene(void)
6993 {
6994         qboolean shadowmapping = false;
6995
6996         if (r_timereport_active)
6997                 R_TimeReport("beginscene");
6998
6999         r_refdef.stats.renders++;
7000
7001         R_UpdateFog();
7002
7003         // don't let sound skip if going slow
7004         if (r_refdef.scene.extraupdate)
7005                 S_ExtraUpdate ();
7006
7007         R_MeshQueue_BeginScene();
7008
7009         R_SkyStartFrame();
7010
7011         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);
7012
7013         if (r_timereport_active)
7014                 R_TimeReport("skystartframe");
7015
7016         if (cl.csqc_vidvars.drawworld)
7017         {
7018                 // don't let sound skip if going slow
7019                 if (r_refdef.scene.extraupdate)
7020                         S_ExtraUpdate ();
7021
7022                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7023                 {
7024                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7025                         if (r_timereport_active)
7026                                 R_TimeReport("worldsky");
7027                 }
7028
7029                 if (R_DrawBrushModelsSky() && r_timereport_active)
7030                         R_TimeReport("bmodelsky");
7031
7032                 if (skyrendermasked && skyrenderlater)
7033                 {
7034                         // we have to force off the water clipping plane while rendering sky
7035                         R_SetupView(false);
7036                         R_Sky();
7037                         R_SetupView(true);
7038                         if (r_timereport_active)
7039                                 R_TimeReport("sky");
7040                 }
7041         }
7042
7043         R_AnimCache_CacheVisibleEntities();
7044         if (r_timereport_active)
7045                 R_TimeReport("animation");
7046
7047         R_Shadow_PrepareLights();
7048         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7049                 R_Shadow_PrepareModelShadows();
7050         if (r_timereport_active)
7051                 R_TimeReport("preparelights");
7052
7053         if (R_Shadow_ShadowMappingEnabled())
7054                 shadowmapping = true;
7055
7056         if (r_shadow_usingdeferredprepass)
7057                 R_Shadow_DrawPrepass();
7058
7059         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7060         {
7061                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7062                 if (r_timereport_active)
7063                         R_TimeReport("worlddepth");
7064         }
7065         if (r_depthfirst.integer >= 2)
7066         {
7067                 R_DrawModelsDepth();
7068                 if (r_timereport_active)
7069                         R_TimeReport("modeldepth");
7070         }
7071
7072         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7073         {
7074                 R_DrawModelShadowMaps();
7075                 R_ResetViewRendering3D();
7076                 // don't let sound skip if going slow
7077                 if (r_refdef.scene.extraupdate)
7078                         S_ExtraUpdate ();
7079         }
7080
7081         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7082         {
7083                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7084                 if (r_timereport_active)
7085                         R_TimeReport("world");
7086         }
7087
7088         // don't let sound skip if going slow
7089         if (r_refdef.scene.extraupdate)
7090                 S_ExtraUpdate ();
7091
7092         R_DrawModels();
7093         if (r_timereport_active)
7094                 R_TimeReport("models");
7095
7096         // don't let sound skip if going slow
7097         if (r_refdef.scene.extraupdate)
7098                 S_ExtraUpdate ();
7099
7100         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7101         {
7102                 R_DrawModelShadows();
7103                 R_ResetViewRendering3D();
7104                 // don't let sound skip if going slow
7105                 if (r_refdef.scene.extraupdate)
7106                         S_ExtraUpdate ();
7107         }
7108
7109         if (!r_shadow_usingdeferredprepass)
7110         {
7111                 R_Shadow_DrawLights();
7112                 if (r_timereport_active)
7113                         R_TimeReport("rtlights");
7114         }
7115
7116         // don't let sound skip if going slow
7117         if (r_refdef.scene.extraupdate)
7118                 S_ExtraUpdate ();
7119
7120         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7121         {
7122                 R_DrawModelShadows();
7123                 R_ResetViewRendering3D();
7124                 // don't let sound skip if going slow
7125                 if (r_refdef.scene.extraupdate)
7126                         S_ExtraUpdate ();
7127         }
7128
7129         if (cl.csqc_vidvars.drawworld)
7130         {
7131                 if (cl_decals_newsystem.integer)
7132                 {
7133                         R_DrawModelDecals();
7134                         if (r_timereport_active)
7135                                 R_TimeReport("modeldecals");
7136                 }
7137                 else
7138                 {
7139                         R_DrawDecals();
7140                         if (r_timereport_active)
7141                                 R_TimeReport("decals");
7142                 }
7143
7144                 R_DrawParticles();
7145                 if (r_timereport_active)
7146                         R_TimeReport("particles");
7147
7148                 R_DrawExplosions();
7149                 if (r_timereport_active)
7150                         R_TimeReport("explosions");
7151
7152                 R_DrawLightningBeams();
7153                 if (r_timereport_active)
7154                         R_TimeReport("lightning");
7155         }
7156
7157         VM_CL_AddPolygonsToMeshQueue();
7158
7159         if (r_refdef.view.showdebug)
7160         {
7161                 if (cl_locs_show.integer)
7162                 {
7163                         R_DrawLocs();
7164                         if (r_timereport_active)
7165                                 R_TimeReport("showlocs");
7166                 }
7167
7168                 if (r_drawportals.integer)
7169                 {
7170                         R_DrawPortals();
7171                         if (r_timereport_active)
7172                                 R_TimeReport("portals");
7173                 }
7174
7175                 if (r_showbboxes.value > 0)
7176                 {
7177                         R_DrawEntityBBoxes();
7178                         if (r_timereport_active)
7179                                 R_TimeReport("bboxes");
7180                 }
7181         }
7182
7183         if (r_transparent.integer)
7184         {
7185                 R_MeshQueue_RenderTransparent();
7186                 if (r_timereport_active)
7187                         R_TimeReport("drawtrans");
7188         }
7189
7190         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7191         {
7192                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7193                 if (r_timereport_active)
7194                         R_TimeReport("worlddebug");
7195                 R_DrawModelsDebug();
7196                 if (r_timereport_active)
7197                         R_TimeReport("modeldebug");
7198         }
7199
7200         if (cl.csqc_vidvars.drawworld)
7201         {
7202                 R_Shadow_DrawCoronas();
7203                 if (r_timereport_active)
7204                         R_TimeReport("coronas");
7205         }
7206
7207 #if 0
7208         {
7209                 GL_DepthTest(false);
7210                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7211                 GL_Color(1, 1, 1, 1);
7212                 qglBegin(GL_POLYGON);
7213                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7214                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7215                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7216                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7217                 qglEnd();
7218                 qglBegin(GL_POLYGON);
7219                 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]);
7220                 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]);
7221                 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]);
7222                 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]);
7223                 qglEnd();
7224                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7225         }
7226 #endif
7227
7228         // don't let sound skip if going slow
7229         if (r_refdef.scene.extraupdate)
7230                 S_ExtraUpdate ();
7231
7232         R_ResetViewRendering2D();
7233 }
7234
7235 static const unsigned short bboxelements[36] =
7236 {
7237         5, 1, 3, 5, 3, 7,
7238         6, 2, 0, 6, 0, 4,
7239         7, 3, 2, 7, 2, 6,
7240         4, 0, 1, 4, 1, 5,
7241         4, 5, 7, 4, 7, 6,
7242         1, 0, 2, 1, 2, 3,
7243 };
7244
7245 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7246 {
7247         int i;
7248         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7249
7250         RSurf_ActiveWorldEntity();
7251
7252         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7253         GL_DepthMask(false);
7254         GL_DepthRange(0, 1);
7255         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7256 //      R_Mesh_ResetTextureState();
7257
7258         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7259         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7260         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7261         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7262         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7263         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7264         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7265         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7266         R_FillColors(color4f, 8, cr, cg, cb, ca);
7267         if (r_refdef.fogenabled)
7268         {
7269                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7270                 {
7271                         f1 = RSurf_FogVertex(v);
7272                         f2 = 1 - f1;
7273                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7274                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7275                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7276                 }
7277         }
7278         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7279         R_Mesh_ResetTextureState();
7280         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7281         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7282 }
7283
7284 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7285 {
7286         int i;
7287         float color[4];
7288         prvm_edict_t *edict;
7289         prvm_prog_t *prog_save = prog;
7290
7291         // this function draws bounding boxes of server entities
7292         if (!sv.active)
7293                 return;
7294
7295         GL_CullFace(GL_NONE);
7296         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7297
7298         prog = 0;
7299         SV_VM_Begin();
7300         for (i = 0;i < numsurfaces;i++)
7301         {
7302                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7303                 switch ((int)PRVM_serveredictfloat(edict, solid))
7304                 {
7305                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7306                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7307                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7308                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7309                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7310                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7311                 }
7312                 color[3] *= r_showbboxes.value;
7313                 color[3] = bound(0, color[3], 1);
7314                 GL_DepthTest(!r_showdisabledepthtest.integer);
7315                 GL_CullFace(r_refdef.view.cullface_front);
7316                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7317         }
7318         SV_VM_End();
7319         prog = prog_save;
7320 }
7321
7322 static void R_DrawEntityBBoxes(void)
7323 {
7324         int i;
7325         prvm_edict_t *edict;
7326         vec3_t center;
7327         prvm_prog_t *prog_save = prog;
7328
7329         // this function draws bounding boxes of server entities
7330         if (!sv.active)
7331                 return;
7332
7333         prog = 0;
7334         SV_VM_Begin();
7335         for (i = 0;i < prog->num_edicts;i++)
7336         {
7337                 edict = PRVM_EDICT_NUM(i);
7338                 if (edict->priv.server->free)
7339                         continue;
7340                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7341                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7342                         continue;
7343                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7344                         continue;
7345                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7346                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7347         }
7348         SV_VM_End();
7349         prog = prog_save;
7350 }
7351
7352 static const int nomodelelement3i[24] =
7353 {
7354         5, 2, 0,
7355         5, 1, 2,
7356         5, 0, 3,
7357         5, 3, 1,
7358         0, 2, 4,
7359         2, 1, 4,
7360         3, 0, 4,
7361         1, 3, 4
7362 };
7363
7364 static const unsigned short nomodelelement3s[24] =
7365 {
7366         5, 2, 0,
7367         5, 1, 2,
7368         5, 0, 3,
7369         5, 3, 1,
7370         0, 2, 4,
7371         2, 1, 4,
7372         3, 0, 4,
7373         1, 3, 4
7374 };
7375
7376 static const float nomodelvertex3f[6*3] =
7377 {
7378         -16,   0,   0,
7379          16,   0,   0,
7380           0, -16,   0,
7381           0,  16,   0,
7382           0,   0, -16,
7383           0,   0,  16
7384 };
7385
7386 static const float nomodelcolor4f[6*4] =
7387 {
7388         0.0f, 0.0f, 0.5f, 1.0f,
7389         0.0f, 0.0f, 0.5f, 1.0f,
7390         0.0f, 0.5f, 0.0f, 1.0f,
7391         0.0f, 0.5f, 0.0f, 1.0f,
7392         0.5f, 0.0f, 0.0f, 1.0f,
7393         0.5f, 0.0f, 0.0f, 1.0f
7394 };
7395
7396 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7397 {
7398         int i;
7399         float f1, f2, *c;
7400         float color4f[6*4];
7401
7402         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);
7403
7404         // this is only called once per entity so numsurfaces is always 1, and
7405         // surfacelist is always {0}, so this code does not handle batches
7406
7407         if (rsurface.ent_flags & RENDER_ADDITIVE)
7408         {
7409                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7410                 GL_DepthMask(false);
7411         }
7412         else if (rsurface.colormod[3] < 1)
7413         {
7414                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7415                 GL_DepthMask(false);
7416         }
7417         else
7418         {
7419                 GL_BlendFunc(GL_ONE, GL_ZERO);
7420                 GL_DepthMask(true);
7421         }
7422         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7423         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7424         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7425         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7426         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7427         for (i = 0, c = color4f;i < 6;i++, c += 4)
7428         {
7429                 c[0] *= rsurface.colormod[0];
7430                 c[1] *= rsurface.colormod[1];
7431                 c[2] *= rsurface.colormod[2];
7432                 c[3] *= rsurface.colormod[3];
7433         }
7434         if (r_refdef.fogenabled)
7435         {
7436                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7437                 {
7438                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7439                         f2 = 1 - f1;
7440                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7441                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7442                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7443                 }
7444         }
7445 //      R_Mesh_ResetTextureState();
7446         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7447         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7448         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7449 }
7450
7451 void R_DrawNoModel(entity_render_t *ent)
7452 {
7453         vec3_t org;
7454         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7455         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7456                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7457         else
7458                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7459 }
7460
7461 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7462 {
7463         vec3_t right1, right2, diff, normal;
7464
7465         VectorSubtract (org2, org1, normal);
7466
7467         // calculate 'right' vector for start
7468         VectorSubtract (r_refdef.view.origin, org1, diff);
7469         CrossProduct (normal, diff, right1);
7470         VectorNormalize (right1);
7471
7472         // calculate 'right' vector for end
7473         VectorSubtract (r_refdef.view.origin, org2, diff);
7474         CrossProduct (normal, diff, right2);
7475         VectorNormalize (right2);
7476
7477         vert[ 0] = org1[0] + width * right1[0];
7478         vert[ 1] = org1[1] + width * right1[1];
7479         vert[ 2] = org1[2] + width * right1[2];
7480         vert[ 3] = org1[0] - width * right1[0];
7481         vert[ 4] = org1[1] - width * right1[1];
7482         vert[ 5] = org1[2] - width * right1[2];
7483         vert[ 6] = org2[0] - width * right2[0];
7484         vert[ 7] = org2[1] - width * right2[1];
7485         vert[ 8] = org2[2] - width * right2[2];
7486         vert[ 9] = org2[0] + width * right2[0];
7487         vert[10] = org2[1] + width * right2[1];
7488         vert[11] = org2[2] + width * right2[2];
7489 }
7490
7491 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)
7492 {
7493         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7494         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7495         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7496         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7497         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7498         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7499         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7500         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7501         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7502         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7503         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7504         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7505 }
7506
7507 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7508 {
7509         int i;
7510         float *vertex3f;
7511         float v[3];
7512         VectorSet(v, x, y, z);
7513         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7514                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7515                         break;
7516         if (i == mesh->numvertices)
7517         {
7518                 if (mesh->numvertices < mesh->maxvertices)
7519                 {
7520                         VectorCopy(v, vertex3f);
7521                         mesh->numvertices++;
7522                 }
7523                 return mesh->numvertices;
7524         }
7525         else
7526                 return i;
7527 }
7528
7529 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7530 {
7531         int i;
7532         int *e, element[3];
7533         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7534         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7535         e = mesh->element3i + mesh->numtriangles * 3;
7536         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7537         {
7538                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7539                 if (mesh->numtriangles < mesh->maxtriangles)
7540                 {
7541                         *e++ = element[0];
7542                         *e++ = element[1];
7543                         *e++ = element[2];
7544                         mesh->numtriangles++;
7545                 }
7546                 element[1] = element[2];
7547         }
7548 }
7549
7550 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7551 {
7552         int i;
7553         int *e, element[3];
7554         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7555         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7556         e = mesh->element3i + mesh->numtriangles * 3;
7557         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7558         {
7559                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7560                 if (mesh->numtriangles < mesh->maxtriangles)
7561                 {
7562                         *e++ = element[0];
7563                         *e++ = element[1];
7564                         *e++ = element[2];
7565                         mesh->numtriangles++;
7566                 }
7567                 element[1] = element[2];
7568         }
7569 }
7570
7571 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7572 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7573 {
7574         int planenum, planenum2;
7575         int w;
7576         int tempnumpoints;
7577         mplane_t *plane, *plane2;
7578         double maxdist;
7579         double temppoints[2][256*3];
7580         // figure out how large a bounding box we need to properly compute this brush
7581         maxdist = 0;
7582         for (w = 0;w < numplanes;w++)
7583                 maxdist = max(maxdist, fabs(planes[w].dist));
7584         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7585         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7586         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7587         {
7588                 w = 0;
7589                 tempnumpoints = 4;
7590                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7591                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7592                 {
7593                         if (planenum2 == planenum)
7594                                 continue;
7595                         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);
7596                         w = !w;
7597                 }
7598                 if (tempnumpoints < 3)
7599                         continue;
7600                 // generate elements forming a triangle fan for this polygon
7601                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7602         }
7603 }
7604
7605 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)
7606 {
7607         texturelayer_t *layer;
7608         layer = t->currentlayers + t->currentnumlayers++;
7609         layer->type = type;
7610         layer->depthmask = depthmask;
7611         layer->blendfunc1 = blendfunc1;
7612         layer->blendfunc2 = blendfunc2;
7613         layer->texture = texture;
7614         layer->texmatrix = *matrix;
7615         layer->color[0] = r;
7616         layer->color[1] = g;
7617         layer->color[2] = b;
7618         layer->color[3] = a;
7619 }
7620
7621 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7622 {
7623         if(parms[0] == 0 && parms[1] == 0)
7624                 return false;
7625         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7626                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7627                         return false;
7628         return true;
7629 }
7630
7631 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7632 {
7633         double index, f;
7634         index = parms[2] + rsurface.shadertime * parms[3];
7635         index -= floor(index);
7636         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7637         {
7638         default:
7639         case Q3WAVEFUNC_NONE:
7640         case Q3WAVEFUNC_NOISE:
7641         case Q3WAVEFUNC_COUNT:
7642                 f = 0;
7643                 break;
7644         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7645         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7646         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7647         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7648         case Q3WAVEFUNC_TRIANGLE:
7649                 index *= 4;
7650                 f = index - floor(index);
7651                 if (index < 1)
7652                 {
7653                         // f = f;
7654                 }
7655                 else if (index < 2)
7656                         f = 1 - f;
7657                 else if (index < 3)
7658                         f = -f;
7659                 else
7660                         f = -(1 - f);
7661                 break;
7662         }
7663         f = parms[0] + parms[1] * f;
7664         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7665                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7666         return (float) f;
7667 }
7668
7669 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7670 {
7671         int w, h, idx;
7672         double f;
7673         double offsetd[2];
7674         float tcmat[12];
7675         matrix4x4_t matrix, temp;
7676         switch(tcmod->tcmod)
7677         {
7678                 case Q3TCMOD_COUNT:
7679                 case Q3TCMOD_NONE:
7680                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7681                                 matrix = r_waterscrollmatrix;
7682                         else
7683                                 matrix = identitymatrix;
7684                         break;
7685                 case Q3TCMOD_ENTITYTRANSLATE:
7686                         // this is used in Q3 to allow the gamecode to control texcoord
7687                         // scrolling on the entity, which is not supported in darkplaces yet.
7688                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7689                         break;
7690                 case Q3TCMOD_ROTATE:
7691                         f = tcmod->parms[0] * rsurface.shadertime;
7692                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7693                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7694                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7695                         break;
7696                 case Q3TCMOD_SCALE:
7697                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7698                         break;
7699                 case Q3TCMOD_SCROLL:
7700                         // extra care is needed because of precision breakdown with large values of time
7701                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7702                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7703                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7704                         break;
7705                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7706                         w = (int) tcmod->parms[0];
7707                         h = (int) tcmod->parms[1];
7708                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7709                         f = f - floor(f);
7710                         idx = (int) floor(f * w * h);
7711                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7712                         break;
7713                 case Q3TCMOD_STRETCH:
7714                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7715                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7716                         break;
7717                 case Q3TCMOD_TRANSFORM:
7718                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7719                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7720                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7721                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7722                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7723                         break;
7724                 case Q3TCMOD_TURBULENT:
7725                         // this is handled in the RSurf_PrepareVertices function
7726                         matrix = identitymatrix;
7727                         break;
7728         }
7729         temp = *texmatrix;
7730         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7731 }
7732
7733 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7734 {
7735         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7736         char name[MAX_QPATH];
7737         skinframe_t *skinframe;
7738         unsigned char pixels[296*194];
7739         strlcpy(cache->name, skinname, sizeof(cache->name));
7740         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7741         if (developer_loading.integer)
7742                 Con_Printf("loading %s\n", name);
7743         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7744         if (!skinframe || !skinframe->base)
7745         {
7746                 unsigned char *f;
7747                 fs_offset_t filesize;
7748                 skinframe = NULL;
7749                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7750                 if (f)
7751                 {
7752                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7753                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7754                         Mem_Free(f);
7755                 }
7756         }
7757         cache->skinframe = skinframe;
7758 }
7759
7760 texture_t *R_GetCurrentTexture(texture_t *t)
7761 {
7762         int i;
7763         const entity_render_t *ent = rsurface.entity;
7764         dp_model_t *model = ent->model;
7765         q3shaderinfo_layer_tcmod_t *tcmod;
7766
7767         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7768                 return t->currentframe;
7769         t->update_lastrenderframe = r_textureframe;
7770         t->update_lastrenderentity = (void *)ent;
7771
7772         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7773                 t->camera_entity = ent->entitynumber;
7774         else
7775                 t->camera_entity = 0;
7776
7777         // switch to an alternate material if this is a q1bsp animated material
7778         {
7779                 texture_t *texture = t;
7780                 int s = rsurface.ent_skinnum;
7781                 if ((unsigned int)s >= (unsigned int)model->numskins)
7782                         s = 0;
7783                 if (model->skinscenes)
7784                 {
7785                         if (model->skinscenes[s].framecount > 1)
7786                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7787                         else
7788                                 s = model->skinscenes[s].firstframe;
7789                 }
7790                 if (s > 0)
7791                         t = t + s * model->num_surfaces;
7792                 if (t->animated)
7793                 {
7794                         // use an alternate animation if the entity's frame is not 0,
7795                         // and only if the texture has an alternate animation
7796                         if (rsurface.ent_alttextures && t->anim_total[1])
7797                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7798                         else
7799                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7800                 }
7801                 texture->currentframe = t;
7802         }
7803
7804         // update currentskinframe to be a qw skin or animation frame
7805         if (rsurface.ent_qwskin >= 0)
7806         {
7807                 i = rsurface.ent_qwskin;
7808                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7809                 {
7810                         r_qwskincache_size = cl.maxclients;
7811                         if (r_qwskincache)
7812                                 Mem_Free(r_qwskincache);
7813                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7814                 }
7815                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7816                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7817                 t->currentskinframe = r_qwskincache[i].skinframe;
7818                 if (t->currentskinframe == NULL)
7819                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7820         }
7821         else if (t->numskinframes >= 2)
7822                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7823         if (t->backgroundnumskinframes >= 2)
7824                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7825
7826         t->currentmaterialflags = t->basematerialflags;
7827         t->currentalpha = rsurface.colormod[3];
7828         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7829                 t->currentalpha *= r_wateralpha.value;
7830         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7831                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7832         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7833                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7834         if (!(rsurface.ent_flags & RENDER_LIGHT))
7835                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7836         else if (FAKELIGHT_ENABLED)
7837         {
7838                 // no modellight if using fakelight for the map
7839         }
7840         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7841         {
7842                 // pick a model lighting mode
7843                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7844                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7845                 else
7846                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7847         }
7848         if (rsurface.ent_flags & RENDER_ADDITIVE)
7849                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7850         else if (t->currentalpha < 1)
7851                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7852         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7853                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7854         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7855                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7856         if (t->backgroundnumskinframes)
7857                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7858         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7859         {
7860                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7861                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7862         }
7863         else
7864                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7865         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7866         {
7867                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7868                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7869         }
7870         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7871                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7872
7873         // there is no tcmod
7874         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7875         {
7876                 t->currenttexmatrix = r_waterscrollmatrix;
7877                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7878         }
7879         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7880         {
7881                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7882                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7883         }
7884
7885         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7886                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7887         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7888                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7889
7890         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7891         if (t->currentskinframe->qpixels)
7892                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7893         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7894         if (!t->basetexture)
7895                 t->basetexture = r_texture_notexture;
7896         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7897         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7898         t->nmaptexture = t->currentskinframe->nmap;
7899         if (!t->nmaptexture)
7900                 t->nmaptexture = r_texture_blanknormalmap;
7901         t->glosstexture = r_texture_black;
7902         t->glowtexture = t->currentskinframe->glow;
7903         t->fogtexture = t->currentskinframe->fog;
7904         t->reflectmasktexture = t->currentskinframe->reflect;
7905         if (t->backgroundnumskinframes)
7906         {
7907                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7908                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7909                 t->backgroundglosstexture = r_texture_black;
7910                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7911                 if (!t->backgroundnmaptexture)
7912                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7913         }
7914         else
7915         {
7916                 t->backgroundbasetexture = r_texture_white;
7917                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7918                 t->backgroundglosstexture = r_texture_black;
7919                 t->backgroundglowtexture = NULL;
7920         }
7921         t->specularpower = r_shadow_glossexponent.value;
7922         // TODO: store reference values for these in the texture?
7923         t->specularscale = 0;
7924         if (r_shadow_gloss.integer > 0)
7925         {
7926                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7927                 {
7928                         if (r_shadow_glossintensity.value > 0)
7929                         {
7930                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7931                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7932                                 t->specularscale = r_shadow_glossintensity.value;
7933                         }
7934                 }
7935                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7936                 {
7937                         t->glosstexture = r_texture_white;
7938                         t->backgroundglosstexture = r_texture_white;
7939                         t->specularscale = r_shadow_gloss2intensity.value;
7940                         t->specularpower = r_shadow_gloss2exponent.value;
7941                 }
7942         }
7943         t->specularscale *= t->specularscalemod;
7944         t->specularpower *= t->specularpowermod;
7945         t->rtlightambient = 0;
7946
7947         // lightmaps mode looks bad with dlights using actual texturing, so turn
7948         // off the colormap and glossmap, but leave the normalmap on as it still
7949         // accurately represents the shading involved
7950         if (gl_lightmaps.integer)
7951         {
7952                 t->basetexture = r_texture_grey128;
7953                 t->pantstexture = r_texture_black;
7954                 t->shirttexture = r_texture_black;
7955                 t->nmaptexture = r_texture_blanknormalmap;
7956                 t->glosstexture = r_texture_black;
7957                 t->glowtexture = NULL;
7958                 t->fogtexture = NULL;
7959                 t->reflectmasktexture = NULL;
7960                 t->backgroundbasetexture = NULL;
7961                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7962                 t->backgroundglosstexture = r_texture_black;
7963                 t->backgroundglowtexture = NULL;
7964                 t->specularscale = 0;
7965                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7966         }
7967
7968         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7969         VectorClear(t->dlightcolor);
7970         t->currentnumlayers = 0;
7971         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7972         {
7973                 int blendfunc1, blendfunc2;
7974                 qboolean depthmask;
7975                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7976                 {
7977                         blendfunc1 = GL_SRC_ALPHA;
7978                         blendfunc2 = GL_ONE;
7979                 }
7980                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7981                 {
7982                         blendfunc1 = GL_SRC_ALPHA;
7983                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7984                 }
7985                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7986                 {
7987                         blendfunc1 = t->customblendfunc[0];
7988                         blendfunc2 = t->customblendfunc[1];
7989                 }
7990                 else
7991                 {
7992                         blendfunc1 = GL_ONE;
7993                         blendfunc2 = GL_ZERO;
7994                 }
7995                 // don't colormod evilblend textures
7996                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7997                         VectorSet(t->lightmapcolor, 1, 1, 1);
7998                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7999                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8000                 {
8001                         // fullbright is not affected by r_refdef.lightmapintensity
8002                         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]);
8003                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8004                                 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]);
8005                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8006                                 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]);
8007                 }
8008                 else
8009                 {
8010                         vec3_t ambientcolor;
8011                         float colorscale;
8012                         // set the color tint used for lights affecting this surface
8013                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8014                         colorscale = 2;
8015                         // q3bsp has no lightmap updates, so the lightstylevalue that
8016                         // would normally be baked into the lightmap must be
8017                         // applied to the color
8018                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8019                         if (model->type == mod_brushq3)
8020                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8021                         colorscale *= r_refdef.lightmapintensity;
8022                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8023                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8024                         // basic lit geometry
8025                         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]);
8026                         // add pants/shirt if needed
8027                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8028                                 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]);
8029                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8030                                 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]);
8031                         // now add ambient passes if needed
8032                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8033                         {
8034                                 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]);
8035                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8036                                         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]);
8037                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8038                                         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]);
8039                         }
8040                 }
8041                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8042                         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]);
8043                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8044                 {
8045                         // if this is opaque use alpha blend which will darken the earlier
8046                         // passes cheaply.
8047                         //
8048                         // if this is an alpha blended material, all the earlier passes
8049                         // were darkened by fog already, so we only need to add the fog
8050                         // color ontop through the fog mask texture
8051                         //
8052                         // if this is an additive blended material, all the earlier passes
8053                         // were darkened by fog already, and we should not add fog color
8054                         // (because the background was not darkened, there is no fog color
8055                         // that was lost behind it).
8056                         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]);
8057                 }
8058         }
8059
8060         return t->currentframe;
8061 }
8062
8063 rsurfacestate_t rsurface;
8064
8065 void RSurf_ActiveWorldEntity(void)
8066 {
8067         dp_model_t *model = r_refdef.scene.worldmodel;
8068         //if (rsurface.entity == r_refdef.scene.worldentity)
8069         //      return;
8070         rsurface.entity = r_refdef.scene.worldentity;
8071         rsurface.skeleton = NULL;
8072         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8073         rsurface.ent_skinnum = 0;
8074         rsurface.ent_qwskin = -1;
8075         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8076         rsurface.shadertime = r_refdef.scene.time;
8077         rsurface.matrix = identitymatrix;
8078         rsurface.inversematrix = identitymatrix;
8079         rsurface.matrixscale = 1;
8080         rsurface.inversematrixscale = 1;
8081         R_EntityMatrix(&identitymatrix);
8082         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8083         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8084         rsurface.fograngerecip = r_refdef.fograngerecip;
8085         rsurface.fogheightfade = r_refdef.fogheightfade;
8086         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8087         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8088         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8089         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8090         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8091         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8092         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8093         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8094         rsurface.colormod[3] = 1;
8095         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);
8096         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8097         rsurface.frameblend[0].lerp = 1;
8098         rsurface.ent_alttextures = false;
8099         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8100         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8101         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8102         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8103         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8104         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8105         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8106         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8107         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8108         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8109         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8110         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8111         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8112         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8113         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8114         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8115         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8116         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8117         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8118         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8119         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8120         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8121         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8122         rsurface.modelelement3i = model->surfmesh.data_element3i;
8123         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8124         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8125         rsurface.modelelement3s = model->surfmesh.data_element3s;
8126         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8127         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8128         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8129         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8130         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8131         rsurface.modelsurfaces = model->data_surfaces;
8132         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8133         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8134         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8135         rsurface.modelgeneratedvertex = false;
8136         rsurface.batchgeneratedvertex = false;
8137         rsurface.batchfirstvertex = 0;
8138         rsurface.batchnumvertices = 0;
8139         rsurface.batchfirsttriangle = 0;
8140         rsurface.batchnumtriangles = 0;
8141         rsurface.batchvertex3f  = NULL;
8142         rsurface.batchvertex3f_vertexbuffer = NULL;
8143         rsurface.batchvertex3f_bufferoffset = 0;
8144         rsurface.batchsvector3f = NULL;
8145         rsurface.batchsvector3f_vertexbuffer = NULL;
8146         rsurface.batchsvector3f_bufferoffset = 0;
8147         rsurface.batchtvector3f = NULL;
8148         rsurface.batchtvector3f_vertexbuffer = NULL;
8149         rsurface.batchtvector3f_bufferoffset = 0;
8150         rsurface.batchnormal3f  = NULL;
8151         rsurface.batchnormal3f_vertexbuffer = NULL;
8152         rsurface.batchnormal3f_bufferoffset = 0;
8153         rsurface.batchlightmapcolor4f = NULL;
8154         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8155         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8156         rsurface.batchtexcoordtexture2f = NULL;
8157         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8158         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8159         rsurface.batchtexcoordlightmap2f = NULL;
8160         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8161         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8162         rsurface.batchvertexmesh = NULL;
8163         rsurface.batchvertexmeshbuffer = NULL;
8164         rsurface.batchvertex3fbuffer = NULL;
8165         rsurface.batchelement3i = NULL;
8166         rsurface.batchelement3i_indexbuffer = NULL;
8167         rsurface.batchelement3i_bufferoffset = 0;
8168         rsurface.batchelement3s = NULL;
8169         rsurface.batchelement3s_indexbuffer = NULL;
8170         rsurface.batchelement3s_bufferoffset = 0;
8171         rsurface.passcolor4f = NULL;
8172         rsurface.passcolor4f_vertexbuffer = NULL;
8173         rsurface.passcolor4f_bufferoffset = 0;
8174 }
8175
8176 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8177 {
8178         dp_model_t *model = ent->model;
8179         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8180         //      return;
8181         rsurface.entity = (entity_render_t *)ent;
8182         rsurface.skeleton = ent->skeleton;
8183         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8184         rsurface.ent_skinnum = ent->skinnum;
8185         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;
8186         rsurface.ent_flags = ent->flags;
8187         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8188         rsurface.matrix = ent->matrix;
8189         rsurface.inversematrix = ent->inversematrix;
8190         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8191         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8192         R_EntityMatrix(&rsurface.matrix);
8193         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8194         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8195         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8196         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8197         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8198         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8199         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8200         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8201         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8202         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8203         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8204         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8205         rsurface.colormod[3] = ent->alpha;
8206         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8207         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8208         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8209         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8210         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8211         if (ent->model->brush.submodel && !prepass)
8212         {
8213                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8214                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8215         }
8216         if (model->surfmesh.isanimated && model->AnimateVertices)
8217         {
8218                 if (ent->animcache_vertex3f)
8219                 {
8220                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8221                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8222                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8223                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8224                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8225                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8226                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8227                 }
8228                 else if (wanttangents)
8229                 {
8230                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8231                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8232                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8233                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8235                         rsurface.modelvertexmesh = NULL;
8236                         rsurface.modelvertexmeshbuffer = NULL;
8237                         rsurface.modelvertex3fbuffer = NULL;
8238                 }
8239                 else if (wantnormals)
8240                 {
8241                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8242                         rsurface.modelsvector3f = NULL;
8243                         rsurface.modeltvector3f = NULL;
8244                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8245                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8246                         rsurface.modelvertexmesh = NULL;
8247                         rsurface.modelvertexmeshbuffer = NULL;
8248                         rsurface.modelvertex3fbuffer = NULL;
8249                 }
8250                 else
8251                 {
8252                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8253                         rsurface.modelsvector3f = NULL;
8254                         rsurface.modeltvector3f = NULL;
8255                         rsurface.modelnormal3f = NULL;
8256                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8257                         rsurface.modelvertexmesh = NULL;
8258                         rsurface.modelvertexmeshbuffer = NULL;
8259                         rsurface.modelvertex3fbuffer = NULL;
8260                 }
8261                 rsurface.modelvertex3f_vertexbuffer = 0;
8262                 rsurface.modelvertex3f_bufferoffset = 0;
8263                 rsurface.modelsvector3f_vertexbuffer = 0;
8264                 rsurface.modelsvector3f_bufferoffset = 0;
8265                 rsurface.modeltvector3f_vertexbuffer = 0;
8266                 rsurface.modeltvector3f_bufferoffset = 0;
8267                 rsurface.modelnormal3f_vertexbuffer = 0;
8268                 rsurface.modelnormal3f_bufferoffset = 0;
8269                 rsurface.modelgeneratedvertex = true;
8270         }
8271         else
8272         {
8273                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8274                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8275                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8276                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8277                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8278                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8279                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8280                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8281                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8282                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8283                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8285                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8286                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8287                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8288                 rsurface.modelgeneratedvertex = false;
8289         }
8290         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8291         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8292         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8293         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8294         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8295         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8296         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8297         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8298         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8299         rsurface.modelelement3i = model->surfmesh.data_element3i;
8300         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8301         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8302         rsurface.modelelement3s = model->surfmesh.data_element3s;
8303         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8304         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8305         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8306         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8307         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8308         rsurface.modelsurfaces = model->data_surfaces;
8309         rsurface.batchgeneratedvertex = false;
8310         rsurface.batchfirstvertex = 0;
8311         rsurface.batchnumvertices = 0;
8312         rsurface.batchfirsttriangle = 0;
8313         rsurface.batchnumtriangles = 0;
8314         rsurface.batchvertex3f  = NULL;
8315         rsurface.batchvertex3f_vertexbuffer = NULL;
8316         rsurface.batchvertex3f_bufferoffset = 0;
8317         rsurface.batchsvector3f = NULL;
8318         rsurface.batchsvector3f_vertexbuffer = NULL;
8319         rsurface.batchsvector3f_bufferoffset = 0;
8320         rsurface.batchtvector3f = NULL;
8321         rsurface.batchtvector3f_vertexbuffer = NULL;
8322         rsurface.batchtvector3f_bufferoffset = 0;
8323         rsurface.batchnormal3f  = NULL;
8324         rsurface.batchnormal3f_vertexbuffer = NULL;
8325         rsurface.batchnormal3f_bufferoffset = 0;
8326         rsurface.batchlightmapcolor4f = NULL;
8327         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8328         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8329         rsurface.batchtexcoordtexture2f = NULL;
8330         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8331         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8332         rsurface.batchtexcoordlightmap2f = NULL;
8333         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8334         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8335         rsurface.batchvertexmesh = NULL;
8336         rsurface.batchvertexmeshbuffer = NULL;
8337         rsurface.batchvertex3fbuffer = NULL;
8338         rsurface.batchelement3i = NULL;
8339         rsurface.batchelement3i_indexbuffer = NULL;
8340         rsurface.batchelement3i_bufferoffset = 0;
8341         rsurface.batchelement3s = NULL;
8342         rsurface.batchelement3s_indexbuffer = NULL;
8343         rsurface.batchelement3s_bufferoffset = 0;
8344         rsurface.passcolor4f = NULL;
8345         rsurface.passcolor4f_vertexbuffer = NULL;
8346         rsurface.passcolor4f_bufferoffset = 0;
8347 }
8348
8349 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)
8350 {
8351         rsurface.entity = r_refdef.scene.worldentity;
8352         rsurface.skeleton = NULL;
8353         rsurface.ent_skinnum = 0;
8354         rsurface.ent_qwskin = -1;
8355         rsurface.ent_flags = entflags;
8356         rsurface.shadertime = r_refdef.scene.time - shadertime;
8357         rsurface.modelnumvertices = numvertices;
8358         rsurface.modelnumtriangles = numtriangles;
8359         rsurface.matrix = *matrix;
8360         rsurface.inversematrix = *inversematrix;
8361         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8362         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8363         R_EntityMatrix(&rsurface.matrix);
8364         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8365         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8366         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8367         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8368         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8369         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8370         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8371         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8372         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8373         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8374         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8375         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8376         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);
8377         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8378         rsurface.frameblend[0].lerp = 1;
8379         rsurface.ent_alttextures = false;
8380         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8381         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8382         if (wanttangents)
8383         {
8384                 rsurface.modelvertex3f = (float *)vertex3f;
8385                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8386                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8387                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8388         }
8389         else if (wantnormals)
8390         {
8391                 rsurface.modelvertex3f = (float *)vertex3f;
8392                 rsurface.modelsvector3f = NULL;
8393                 rsurface.modeltvector3f = NULL;
8394                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8395         }
8396         else
8397         {
8398                 rsurface.modelvertex3f = (float *)vertex3f;
8399                 rsurface.modelsvector3f = NULL;
8400                 rsurface.modeltvector3f = NULL;
8401                 rsurface.modelnormal3f = NULL;
8402         }
8403         rsurface.modelvertexmesh = NULL;
8404         rsurface.modelvertexmeshbuffer = NULL;
8405         rsurface.modelvertex3fbuffer = NULL;
8406         rsurface.modelvertex3f_vertexbuffer = 0;
8407         rsurface.modelvertex3f_bufferoffset = 0;
8408         rsurface.modelsvector3f_vertexbuffer = 0;
8409         rsurface.modelsvector3f_bufferoffset = 0;
8410         rsurface.modeltvector3f_vertexbuffer = 0;
8411         rsurface.modeltvector3f_bufferoffset = 0;
8412         rsurface.modelnormal3f_vertexbuffer = 0;
8413         rsurface.modelnormal3f_bufferoffset = 0;
8414         rsurface.modelgeneratedvertex = true;
8415         rsurface.modellightmapcolor4f  = (float *)color4f;
8416         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8417         rsurface.modellightmapcolor4f_bufferoffset = 0;
8418         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8419         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8420         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8421         rsurface.modeltexcoordlightmap2f  = NULL;
8422         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8423         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8424         rsurface.modelelement3i = (int *)element3i;
8425         rsurface.modelelement3i_indexbuffer = NULL;
8426         rsurface.modelelement3i_bufferoffset = 0;
8427         rsurface.modelelement3s = (unsigned short *)element3s;
8428         rsurface.modelelement3s_indexbuffer = NULL;
8429         rsurface.modelelement3s_bufferoffset = 0;
8430         rsurface.modellightmapoffsets = NULL;
8431         rsurface.modelsurfaces = NULL;
8432         rsurface.batchgeneratedvertex = false;
8433         rsurface.batchfirstvertex = 0;
8434         rsurface.batchnumvertices = 0;
8435         rsurface.batchfirsttriangle = 0;
8436         rsurface.batchnumtriangles = 0;
8437         rsurface.batchvertex3f  = NULL;
8438         rsurface.batchvertex3f_vertexbuffer = NULL;
8439         rsurface.batchvertex3f_bufferoffset = 0;
8440         rsurface.batchsvector3f = NULL;
8441         rsurface.batchsvector3f_vertexbuffer = NULL;
8442         rsurface.batchsvector3f_bufferoffset = 0;
8443         rsurface.batchtvector3f = NULL;
8444         rsurface.batchtvector3f_vertexbuffer = NULL;
8445         rsurface.batchtvector3f_bufferoffset = 0;
8446         rsurface.batchnormal3f  = NULL;
8447         rsurface.batchnormal3f_vertexbuffer = NULL;
8448         rsurface.batchnormal3f_bufferoffset = 0;
8449         rsurface.batchlightmapcolor4f = NULL;
8450         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8451         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8452         rsurface.batchtexcoordtexture2f = NULL;
8453         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8454         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8455         rsurface.batchtexcoordlightmap2f = NULL;
8456         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8457         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8458         rsurface.batchvertexmesh = NULL;
8459         rsurface.batchvertexmeshbuffer = NULL;
8460         rsurface.batchvertex3fbuffer = NULL;
8461         rsurface.batchelement3i = NULL;
8462         rsurface.batchelement3i_indexbuffer = NULL;
8463         rsurface.batchelement3i_bufferoffset = 0;
8464         rsurface.batchelement3s = NULL;
8465         rsurface.batchelement3s_indexbuffer = NULL;
8466         rsurface.batchelement3s_bufferoffset = 0;
8467         rsurface.passcolor4f = NULL;
8468         rsurface.passcolor4f_vertexbuffer = NULL;
8469         rsurface.passcolor4f_bufferoffset = 0;
8470
8471         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8472         {
8473                 if ((wantnormals || wanttangents) && !normal3f)
8474                 {
8475                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8476                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8477                 }
8478                 if (wanttangents && !svector3f)
8479                 {
8480                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8481                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8482                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8483                 }
8484         }
8485 }
8486
8487 float RSurf_FogPoint(const float *v)
8488 {
8489         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8490         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8491         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8492         float FogHeightFade = r_refdef.fogheightfade;
8493         float fogfrac;
8494         unsigned int fogmasktableindex;
8495         if (r_refdef.fogplaneviewabove)
8496                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8497         else
8498                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8499         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8500         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8501 }
8502
8503 float RSurf_FogVertex(const float *v)
8504 {
8505         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8506         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8507         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8508         float FogHeightFade = rsurface.fogheightfade;
8509         float fogfrac;
8510         unsigned int fogmasktableindex;
8511         if (r_refdef.fogplaneviewabove)
8512                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8513         else
8514                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8515         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8516         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8517 }
8518
8519 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8520 {
8521         int i;
8522         for (i = 0;i < numelements;i++)
8523                 outelement3i[i] = inelement3i[i] + adjust;
8524 }
8525
8526 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8527 extern cvar_t gl_vbo;
8528 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8529 {
8530         int deformindex;
8531         int firsttriangle;
8532         int numtriangles;
8533         int firstvertex;
8534         int endvertex;
8535         int numvertices;
8536         int surfacefirsttriangle;
8537         int surfacenumtriangles;
8538         int surfacefirstvertex;
8539         int surfaceendvertex;
8540         int surfacenumvertices;
8541         int batchnumvertices;
8542         int batchnumtriangles;
8543         int needsupdate;
8544         int i, j;
8545         qboolean gaps;
8546         qboolean dynamicvertex;
8547         float amplitude;
8548         float animpos;
8549         float scale;
8550         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8551         float waveparms[4];
8552         q3shaderinfo_deform_t *deform;
8553         const msurface_t *surface, *firstsurface;
8554         r_vertexmesh_t *vertexmesh;
8555         if (!texturenumsurfaces)
8556                 return;
8557         // find vertex range of this surface batch
8558         gaps = false;
8559         firstsurface = texturesurfacelist[0];
8560         firsttriangle = firstsurface->num_firsttriangle;
8561         batchnumvertices = 0;
8562         batchnumtriangles = 0;
8563         firstvertex = endvertex = firstsurface->num_firstvertex;
8564         for (i = 0;i < texturenumsurfaces;i++)
8565         {
8566                 surface = texturesurfacelist[i];
8567                 if (surface != firstsurface + i)
8568                         gaps = true;
8569                 surfacefirstvertex = surface->num_firstvertex;
8570                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8571                 surfacenumvertices = surface->num_vertices;
8572                 surfacenumtriangles = surface->num_triangles;
8573                 if (firstvertex > surfacefirstvertex)
8574                         firstvertex = surfacefirstvertex;
8575                 if (endvertex < surfaceendvertex)
8576                         endvertex = surfaceendvertex;
8577                 batchnumvertices += surfacenumvertices;
8578                 batchnumtriangles += surfacenumtriangles;
8579         }
8580
8581         // we now know the vertex range used, and if there are any gaps in it
8582         rsurface.batchfirstvertex = firstvertex;
8583         rsurface.batchnumvertices = endvertex - firstvertex;
8584         rsurface.batchfirsttriangle = firsttriangle;
8585         rsurface.batchnumtriangles = batchnumtriangles;
8586
8587         // this variable holds flags for which properties have been updated that
8588         // may require regenerating vertexmesh array...
8589         needsupdate = 0;
8590
8591         // check if any dynamic vertex processing must occur
8592         dynamicvertex = false;
8593
8594         // if there is a chance of animated vertex colors, it's a dynamic batch
8595         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8596         {
8597                 dynamicvertex = true;
8598                 batchneed |= BATCHNEED_NOGAPS;
8599                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8600         }
8601
8602         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8603         {
8604                 switch (deform->deform)
8605                 {
8606                 default:
8607                 case Q3DEFORM_PROJECTIONSHADOW:
8608                 case Q3DEFORM_TEXT0:
8609                 case Q3DEFORM_TEXT1:
8610                 case Q3DEFORM_TEXT2:
8611                 case Q3DEFORM_TEXT3:
8612                 case Q3DEFORM_TEXT4:
8613                 case Q3DEFORM_TEXT5:
8614                 case Q3DEFORM_TEXT6:
8615                 case Q3DEFORM_TEXT7:
8616                 case Q3DEFORM_NONE:
8617                         break;
8618                 case Q3DEFORM_AUTOSPRITE:
8619                         dynamicvertex = true;
8620                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8621                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8622                         break;
8623                 case Q3DEFORM_AUTOSPRITE2:
8624                         dynamicvertex = true;
8625                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8626                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8627                         break;
8628                 case Q3DEFORM_NORMAL:
8629                         dynamicvertex = true;
8630                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8631                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8632                         break;
8633                 case Q3DEFORM_WAVE:
8634                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8635                                 break; // if wavefunc is a nop, ignore this transform
8636                         dynamicvertex = true;
8637                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8638                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8639                         break;
8640                 case Q3DEFORM_BULGE:
8641                         dynamicvertex = true;
8642                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8643                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8644                         break;
8645                 case Q3DEFORM_MOVE:
8646                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8647                                 break; // if wavefunc is a nop, ignore this transform
8648                         dynamicvertex = true;
8649                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8650                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8651                         break;
8652                 }
8653         }
8654         switch(rsurface.texture->tcgen.tcgen)
8655         {
8656         default:
8657         case Q3TCGEN_TEXTURE:
8658                 break;
8659         case Q3TCGEN_LIGHTMAP:
8660                 dynamicvertex = true;
8661                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8662                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8663                 break;
8664         case Q3TCGEN_VECTOR:
8665                 dynamicvertex = true;
8666                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8667                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8668                 break;
8669         case Q3TCGEN_ENVIRONMENT:
8670                 dynamicvertex = true;
8671                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8672                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8673                 break;
8674         }
8675         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8676         {
8677                 dynamicvertex = true;
8678                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8679                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8680         }
8681
8682         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8683         {
8684                 dynamicvertex = true;
8685                 batchneed |= BATCHNEED_NOGAPS;
8686                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8687         }
8688
8689         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8690         {
8691                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8692                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8693                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8694                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8695                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8696                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8697                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8698         }
8699
8700         // when the model data has no vertex buffer (dynamic mesh), we need to
8701         // eliminate gaps
8702         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8703                 batchneed |= BATCHNEED_NOGAPS;
8704
8705         // if needsupdate, we have to do a dynamic vertex batch for sure
8706         if (needsupdate & batchneed)
8707                 dynamicvertex = true;
8708
8709         // see if we need to build vertexmesh from arrays
8710         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8711                 dynamicvertex = true;
8712
8713         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8714         // also some drivers strongly dislike firstvertex
8715         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8716                 dynamicvertex = true;
8717
8718         rsurface.batchvertex3f = rsurface.modelvertex3f;
8719         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8720         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8721         rsurface.batchsvector3f = rsurface.modelsvector3f;
8722         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8723         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8724         rsurface.batchtvector3f = rsurface.modeltvector3f;
8725         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8726         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8727         rsurface.batchnormal3f = rsurface.modelnormal3f;
8728         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8729         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8730         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8731         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8732         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8733         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8734         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8735         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8736         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8737         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8738         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8739         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8740         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8741         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8742         rsurface.batchelement3i = rsurface.modelelement3i;
8743         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8744         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8745         rsurface.batchelement3s = rsurface.modelelement3s;
8746         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8747         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8748
8749         // if any dynamic vertex processing has to occur in software, we copy the
8750         // entire surface list together before processing to rebase the vertices
8751         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8752         //
8753         // if any gaps exist and we do not have a static vertex buffer, we have to
8754         // copy the surface list together to avoid wasting upload bandwidth on the
8755         // vertices in the gaps.
8756         //
8757         // if gaps exist and we have a static vertex buffer, we still have to
8758         // combine the index buffer ranges into one dynamic index buffer.
8759         //
8760         // in all cases we end up with data that can be drawn in one call.
8761
8762         if (!dynamicvertex)
8763         {
8764                 // static vertex data, just set pointers...
8765                 rsurface.batchgeneratedvertex = false;
8766                 // if there are gaps, we want to build a combined index buffer,
8767                 // otherwise use the original static buffer with an appropriate offset
8768                 if (gaps)
8769                 {
8770                         // build a new triangle elements array for this batch
8771                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8772                         rsurface.batchfirsttriangle = 0;
8773                         numtriangles = 0;
8774                         for (i = 0;i < texturenumsurfaces;i++)
8775                         {
8776                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8777                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8778                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8779                                 numtriangles += surfacenumtriangles;
8780                         }
8781                         rsurface.batchelement3i_indexbuffer = NULL;
8782                         rsurface.batchelement3i_bufferoffset = 0;
8783                         rsurface.batchelement3s = NULL;
8784                         rsurface.batchelement3s_indexbuffer = NULL;
8785                         rsurface.batchelement3s_bufferoffset = 0;
8786                         if (endvertex <= 65536)
8787                         {
8788                                 // make a 16bit (unsigned short) index array if possible
8789                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8790                                 for (i = 0;i < numtriangles*3;i++)
8791                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8792                         }
8793                 }
8794                 return;
8795         }
8796
8797         // something needs software processing, do it for real...
8798         // we only directly handle separate array data in this case and then
8799         // generate interleaved data if needed...
8800         rsurface.batchgeneratedvertex = true;
8801
8802         // now copy the vertex data into a combined array and make an index array
8803         // (this is what Quake3 does all the time)
8804         //if (gaps || rsurface.batchfirstvertex)
8805         {
8806                 rsurface.batchvertex3fbuffer = NULL;
8807                 rsurface.batchvertexmesh = NULL;
8808                 rsurface.batchvertexmeshbuffer = NULL;
8809                 rsurface.batchvertex3f = NULL;
8810                 rsurface.batchvertex3f_vertexbuffer = NULL;
8811                 rsurface.batchvertex3f_bufferoffset = 0;
8812                 rsurface.batchsvector3f = NULL;
8813                 rsurface.batchsvector3f_vertexbuffer = NULL;
8814                 rsurface.batchsvector3f_bufferoffset = 0;
8815                 rsurface.batchtvector3f = NULL;
8816                 rsurface.batchtvector3f_vertexbuffer = NULL;
8817                 rsurface.batchtvector3f_bufferoffset = 0;
8818                 rsurface.batchnormal3f = NULL;
8819                 rsurface.batchnormal3f_vertexbuffer = NULL;
8820                 rsurface.batchnormal3f_bufferoffset = 0;
8821                 rsurface.batchlightmapcolor4f = NULL;
8822                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8823                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8824                 rsurface.batchtexcoordtexture2f = NULL;
8825                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8826                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8827                 rsurface.batchtexcoordlightmap2f = NULL;
8828                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8829                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8830                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8831                 rsurface.batchelement3i_indexbuffer = NULL;
8832                 rsurface.batchelement3i_bufferoffset = 0;
8833                 rsurface.batchelement3s = NULL;
8834                 rsurface.batchelement3s_indexbuffer = NULL;
8835                 rsurface.batchelement3s_bufferoffset = 0;
8836                 // we'll only be setting up certain arrays as needed
8837                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8838                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8839                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8840                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8841                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8842                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8843                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8844                 {
8845                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8846                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8847                 }
8848                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8849                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8850                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8851                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8852                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8853                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8854                 numvertices = 0;
8855                 numtriangles = 0;
8856                 for (i = 0;i < texturenumsurfaces;i++)
8857                 {
8858                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8859                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8860                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8861                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8862                         // copy only the data requested
8863                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8864                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8865                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8866                         {
8867                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8868                                 {
8869                                         if (rsurface.batchvertex3f)
8870                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8871                                         else
8872                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8873                                 }
8874                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8875                                 {
8876                                         if (rsurface.modelnormal3f)
8877                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8878                                         else
8879                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8880                                 }
8881                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8882                                 {
8883                                         if (rsurface.modelsvector3f)
8884                                         {
8885                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8886                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8887                                         }
8888                                         else
8889                                         {
8890                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8891                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8892                                         }
8893                                 }
8894                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8895                                 {
8896                                         if (rsurface.modellightmapcolor4f)
8897                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8898                                         else
8899                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8900                                 }
8901                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8902                                 {
8903                                         if (rsurface.modeltexcoordtexture2f)
8904                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8905                                         else
8906                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8907                                 }
8908                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8909                                 {
8910                                         if (rsurface.modeltexcoordlightmap2f)
8911                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8912                                         else
8913                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8914                                 }
8915                         }
8916                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8917                         numvertices += surfacenumvertices;
8918                         numtriangles += surfacenumtriangles;
8919                 }
8920
8921                 // generate a 16bit index array as well if possible
8922                 // (in general, dynamic batches fit)
8923                 if (numvertices <= 65536)
8924                 {
8925                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8926                         for (i = 0;i < numtriangles*3;i++)
8927                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8928                 }
8929
8930                 // since we've copied everything, the batch now starts at 0
8931                 rsurface.batchfirstvertex = 0;
8932                 rsurface.batchnumvertices = batchnumvertices;
8933                 rsurface.batchfirsttriangle = 0;
8934                 rsurface.batchnumtriangles = batchnumtriangles;
8935         }
8936
8937         // q1bsp surfaces rendered in vertex color mode have to have colors
8938         // calculated based on lightstyles
8939         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8940         {
8941                 // generate color arrays for the surfaces in this list
8942                 int c[4];
8943                 int scale;
8944                 int size3;
8945                 const int *offsets;
8946                 const unsigned char *lm;
8947                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8948                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8949                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8950                 numvertices = 0;
8951                 for (i = 0;i < texturenumsurfaces;i++)
8952                 {
8953                         surface = texturesurfacelist[i];
8954                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8955                         surfacenumvertices = surface->num_vertices;
8956                         if (surface->lightmapinfo->samples)
8957                         {
8958                                 for (j = 0;j < surfacenumvertices;j++)
8959                                 {
8960                                         lm = surface->lightmapinfo->samples + offsets[j];
8961                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8962                                         VectorScale(lm, scale, c);
8963                                         if (surface->lightmapinfo->styles[1] != 255)
8964                                         {
8965                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8966                                                 lm += size3;
8967                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8968                                                 VectorMA(c, scale, lm, c);
8969                                                 if (surface->lightmapinfo->styles[2] != 255)
8970                                                 {
8971                                                         lm += size3;
8972                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8973                                                         VectorMA(c, scale, lm, c);
8974                                                         if (surface->lightmapinfo->styles[3] != 255)
8975                                                         {
8976                                                                 lm += size3;
8977                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8978                                                                 VectorMA(c, scale, lm, c);
8979                                                         }
8980                                                 }
8981                                         }
8982                                         c[0] >>= 7;
8983                                         c[1] >>= 7;
8984                                         c[2] >>= 7;
8985                                         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);
8986                                         numvertices++;
8987                                 }
8988                         }
8989                         else
8990                         {
8991                                 for (j = 0;j < surfacenumvertices;j++)
8992                                 {
8993                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8994                                         numvertices++;
8995                                 }
8996                         }
8997                 }
8998         }
8999
9000         // if vertices are deformed (sprite flares and things in maps, possibly
9001         // water waves, bulges and other deformations), modify the copied vertices
9002         // in place
9003         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9004         {
9005                 switch (deform->deform)
9006                 {
9007                 default:
9008                 case Q3DEFORM_PROJECTIONSHADOW:
9009                 case Q3DEFORM_TEXT0:
9010                 case Q3DEFORM_TEXT1:
9011                 case Q3DEFORM_TEXT2:
9012                 case Q3DEFORM_TEXT3:
9013                 case Q3DEFORM_TEXT4:
9014                 case Q3DEFORM_TEXT5:
9015                 case Q3DEFORM_TEXT6:
9016                 case Q3DEFORM_TEXT7:
9017                 case Q3DEFORM_NONE:
9018                         break;
9019                 case Q3DEFORM_AUTOSPRITE:
9020                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9021                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9022                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9023                         VectorNormalize(newforward);
9024                         VectorNormalize(newright);
9025                         VectorNormalize(newup);
9026 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9027 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9028 //                      rsurface.batchvertex3f_bufferoffset = 0;
9029 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9030 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9031 //                      rsurface.batchsvector3f_bufferoffset = 0;
9032 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9033 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9034 //                      rsurface.batchtvector3f_bufferoffset = 0;
9035 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9036 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9037 //                      rsurface.batchnormal3f_bufferoffset = 0;
9038                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9039                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9040                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9041                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9042                                 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);
9043                         // a single autosprite surface can contain multiple sprites...
9044                         for (j = 0;j < batchnumvertices - 3;j += 4)
9045                         {
9046                                 VectorClear(center);
9047                                 for (i = 0;i < 4;i++)
9048                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9049                                 VectorScale(center, 0.25f, center);
9050                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9051                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9052                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9053                                 for (i = 0;i < 4;i++)
9054                                 {
9055                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9056                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9057                                 }
9058                         }
9059                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9060                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9061                         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);
9062                         break;
9063                 case Q3DEFORM_AUTOSPRITE2:
9064                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9065                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9066                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9067                         VectorNormalize(newforward);
9068                         VectorNormalize(newright);
9069                         VectorNormalize(newup);
9070 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9071 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9072 //                      rsurface.batchvertex3f_bufferoffset = 0;
9073                         {
9074                                 const float *v1, *v2;
9075                                 vec3_t start, end;
9076                                 float f, l;
9077                                 struct
9078                                 {
9079                                         float length2;
9080                                         const float *v1;
9081                                         const float *v2;
9082                                 }
9083                                 shortest[2];
9084                                 memset(shortest, 0, sizeof(shortest));
9085                                 // a single autosprite surface can contain multiple sprites...
9086                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9087                                 {
9088                                         VectorClear(center);
9089                                         for (i = 0;i < 4;i++)
9090                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9091                                         VectorScale(center, 0.25f, center);
9092                                         // find the two shortest edges, then use them to define the
9093                                         // axis vectors for rotating around the central axis
9094                                         for (i = 0;i < 6;i++)
9095                                         {
9096                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9097                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9098                                                 l = VectorDistance2(v1, v2);
9099                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9100                                                 if (v1[2] != v2[2])
9101                                                         l += (1.0f / 1024.0f);
9102                                                 if (shortest[0].length2 > l || i == 0)
9103                                                 {
9104                                                         shortest[1] = shortest[0];
9105                                                         shortest[0].length2 = l;
9106                                                         shortest[0].v1 = v1;
9107                                                         shortest[0].v2 = v2;
9108                                                 }
9109                                                 else if (shortest[1].length2 > l || i == 1)
9110                                                 {
9111                                                         shortest[1].length2 = l;
9112                                                         shortest[1].v1 = v1;
9113                                                         shortest[1].v2 = v2;
9114                                                 }
9115                                         }
9116                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9117                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9118                                         // this calculates the right vector from the shortest edge
9119                                         // and the up vector from the edge midpoints
9120                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9121                                         VectorNormalize(right);
9122                                         VectorSubtract(end, start, up);
9123                                         VectorNormalize(up);
9124                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9125                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9126                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9127                                         VectorNegate(forward, forward);
9128                                         VectorReflect(forward, 0, up, forward);
9129                                         VectorNormalize(forward);
9130                                         CrossProduct(up, forward, newright);
9131                                         VectorNormalize(newright);
9132                                         // rotate the quad around the up axis vector, this is made
9133                                         // especially easy by the fact we know the quad is flat,
9134                                         // so we only have to subtract the center position and
9135                                         // measure distance along the right vector, and then
9136                                         // multiply that by the newright vector and add back the
9137                                         // center position
9138                                         // we also need to subtract the old position to undo the
9139                                         // displacement from the center, which we do with a
9140                                         // DotProduct, the subtraction/addition of center is also
9141                                         // optimized into DotProducts here
9142                                         l = DotProduct(right, center);
9143                                         for (i = 0;i < 4;i++)
9144                                         {
9145                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9146                                                 f = DotProduct(right, v1) - l;
9147                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9148                                         }
9149                                 }
9150                         }
9151                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9152                         {
9153 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9154 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9155 //                              rsurface.batchnormal3f_bufferoffset = 0;
9156                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9157                         }
9158                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9159                         {
9160 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9161 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9162 //                              rsurface.batchsvector3f_bufferoffset = 0;
9163 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9164 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9165 //                              rsurface.batchtvector3f_bufferoffset = 0;
9166                                 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);
9167                         }
9168                         break;
9169                 case Q3DEFORM_NORMAL:
9170                         // deform the normals to make reflections wavey
9171                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9172                         rsurface.batchnormal3f_vertexbuffer = NULL;
9173                         rsurface.batchnormal3f_bufferoffset = 0;
9174                         for (j = 0;j < batchnumvertices;j++)
9175                         {
9176                                 float vertex[3];
9177                                 float *normal = rsurface.batchnormal3f + 3*j;
9178                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9179                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9180                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9181                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9182                                 VectorNormalize(normal);
9183                         }
9184                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9185                         {
9186 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9187 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9188 //                              rsurface.batchsvector3f_bufferoffset = 0;
9189 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9190 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9191 //                              rsurface.batchtvector3f_bufferoffset = 0;
9192                                 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);
9193                         }
9194                         break;
9195                 case Q3DEFORM_WAVE:
9196                         // deform vertex array to make wavey water and flags and such
9197                         waveparms[0] = deform->waveparms[0];
9198                         waveparms[1] = deform->waveparms[1];
9199                         waveparms[2] = deform->waveparms[2];
9200                         waveparms[3] = deform->waveparms[3];
9201                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9202                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9203                         // this is how a divisor of vertex influence on deformation
9204                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9205                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9206 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9207 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9208 //                      rsurface.batchvertex3f_bufferoffset = 0;
9209 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9210 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9211 //                      rsurface.batchnormal3f_bufferoffset = 0;
9212                         for (j = 0;j < batchnumvertices;j++)
9213                         {
9214                                 // if the wavefunc depends on time, evaluate it per-vertex
9215                                 if (waveparms[3])
9216                                 {
9217                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9218                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9219                                 }
9220                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9221                         }
9222                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9223                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9224                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9225                         {
9226 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9227 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9228 //                              rsurface.batchsvector3f_bufferoffset = 0;
9229 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9230 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9231 //                              rsurface.batchtvector3f_bufferoffset = 0;
9232                                 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);
9233                         }
9234                         break;
9235                 case Q3DEFORM_BULGE:
9236                         // deform vertex array to make the surface have moving bulges
9237 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9238 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9239 //                      rsurface.batchvertex3f_bufferoffset = 0;
9240 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9241 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9242 //                      rsurface.batchnormal3f_bufferoffset = 0;
9243                         for (j = 0;j < batchnumvertices;j++)
9244                         {
9245                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9246                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9247                         }
9248                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9249                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9250                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9251                         {
9252 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9253 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9254 //                              rsurface.batchsvector3f_bufferoffset = 0;
9255 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9256 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9257 //                              rsurface.batchtvector3f_bufferoffset = 0;
9258                                 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);
9259                         }
9260                         break;
9261                 case Q3DEFORM_MOVE:
9262                         // deform vertex array
9263                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9264                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9265                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9266                         VectorScale(deform->parms, scale, waveparms);
9267 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9268 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9269 //                      rsurface.batchvertex3f_bufferoffset = 0;
9270                         for (j = 0;j < batchnumvertices;j++)
9271                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9272                         break;
9273                 }
9274         }
9275
9276         // generate texcoords based on the chosen texcoord source
9277         switch(rsurface.texture->tcgen.tcgen)
9278         {
9279         default:
9280         case Q3TCGEN_TEXTURE:
9281                 break;
9282         case Q3TCGEN_LIGHTMAP:
9283 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9284 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9285 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9286                 if (rsurface.batchtexcoordlightmap2f)
9287                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9288                 break;
9289         case Q3TCGEN_VECTOR:
9290 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9291 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9292 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9293                 for (j = 0;j < batchnumvertices;j++)
9294                 {
9295                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9296                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9297                 }
9298                 break;
9299         case Q3TCGEN_ENVIRONMENT:
9300                 // make environment reflections using a spheremap
9301                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9302                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9303                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9304                 for (j = 0;j < batchnumvertices;j++)
9305                 {
9306                         // identical to Q3A's method, but executed in worldspace so
9307                         // carried models can be shiny too
9308
9309                         float viewer[3], d, reflected[3], worldreflected[3];
9310
9311                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9312                         // VectorNormalize(viewer);
9313
9314                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9315
9316                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9317                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9318                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9319                         // note: this is proportinal to viewer, so we can normalize later
9320
9321                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9322                         VectorNormalize(worldreflected);
9323
9324                         // note: this sphere map only uses world x and z!
9325                         // so positive and negative y will LOOK THE SAME.
9326                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9327                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9328                 }
9329                 break;
9330         }
9331         // the only tcmod that needs software vertex processing is turbulent, so
9332         // check for it here and apply the changes if needed
9333         // and we only support that as the first one
9334         // (handling a mixture of turbulent and other tcmods would be problematic
9335         //  without punting it entirely to a software path)
9336         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9337         {
9338                 amplitude = rsurface.texture->tcmods[0].parms[1];
9339                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9340 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9341 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9342 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9343                 for (j = 0;j < batchnumvertices;j++)
9344                 {
9345                         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);
9346                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9347                 }
9348         }
9349
9350         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9351         {
9352                 // convert the modified arrays to vertex structs
9353 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9354 //              rsurface.batchvertexmeshbuffer = NULL;
9355                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9356                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9357                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9358                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9359                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9360                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9361                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9362                 {
9363                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9364                         {
9365                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9366                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9367                         }
9368                 }
9369                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9370                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9371                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9372                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9373                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9374                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9375                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9376                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9377                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9378         }
9379 }
9380
9381 void RSurf_DrawBatch(void)
9382 {
9383         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9384         // through the pipeline, killing it earlier in the pipeline would have
9385         // per-surface overhead rather than per-batch overhead, so it's best to
9386         // reject it here, before it hits glDraw.
9387         if (rsurface.batchnumtriangles == 0)
9388                 return;
9389 #if 0
9390         // batch debugging code
9391         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9392         {
9393                 int i;
9394                 int j;
9395                 int c;
9396                 const int *e;
9397                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9398                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9399                 {
9400                         c = e[i];
9401                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9402                         {
9403                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9404                                 {
9405                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9406                                                 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);
9407                                         break;
9408                                 }
9409                         }
9410                 }
9411         }
9412 #endif
9413         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);
9414 }
9415
9416 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9417 {
9418         // pick the closest matching water plane
9419         int planeindex, vertexindex, bestplaneindex = -1;
9420         float d, bestd;
9421         vec3_t vert;
9422         const float *v;
9423         r_waterstate_waterplane_t *p;
9424         qboolean prepared = false;
9425         bestd = 0;
9426         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9427         {
9428                 if(p->camera_entity != rsurface.texture->camera_entity)
9429                         continue;
9430                 d = 0;
9431                 if(!prepared)
9432                 {
9433                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9434                         prepared = true;
9435                         if(rsurface.batchnumvertices == 0)
9436                                 break;
9437                 }
9438                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9439                 {
9440                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9441                         d += fabs(PlaneDiff(vert, &p->plane));
9442                 }
9443                 if (bestd > d || bestplaneindex < 0)
9444                 {
9445                         bestd = d;
9446                         bestplaneindex = planeindex;
9447                 }
9448         }
9449         return bestplaneindex;
9450         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9451         // this situation though, as it might be better to render single larger
9452         // batches with useless stuff (backface culled for example) than to
9453         // render multiple smaller batches
9454 }
9455
9456 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9457 {
9458         int i;
9459         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9460         rsurface.passcolor4f_vertexbuffer = 0;
9461         rsurface.passcolor4f_bufferoffset = 0;
9462         for (i = 0;i < rsurface.batchnumvertices;i++)
9463                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9464 }
9465
9466 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9467 {
9468         int i;
9469         float f;
9470         const float *v;
9471         const float *c;
9472         float *c2;
9473         if (rsurface.passcolor4f)
9474         {
9475                 // generate color arrays
9476                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9477                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9478                 rsurface.passcolor4f_vertexbuffer = 0;
9479                 rsurface.passcolor4f_bufferoffset = 0;
9480                 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)
9481                 {
9482                         f = RSurf_FogVertex(v);
9483                         c2[0] = c[0] * f;
9484                         c2[1] = c[1] * f;
9485                         c2[2] = c[2] * f;
9486                         c2[3] = c[3];
9487                 }
9488         }
9489         else
9490         {
9491                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9492                 rsurface.passcolor4f_vertexbuffer = 0;
9493                 rsurface.passcolor4f_bufferoffset = 0;
9494                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9495                 {
9496                         f = RSurf_FogVertex(v);
9497                         c2[0] = f;
9498                         c2[1] = f;
9499                         c2[2] = f;
9500                         c2[3] = 1;
9501                 }
9502         }
9503 }
9504
9505 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9506 {
9507         int i;
9508         float f;
9509         const float *v;
9510         const float *c;
9511         float *c2;
9512         if (!rsurface.passcolor4f)
9513                 return;
9514         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9515         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9516         rsurface.passcolor4f_vertexbuffer = 0;
9517         rsurface.passcolor4f_bufferoffset = 0;
9518         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)
9519         {
9520                 f = RSurf_FogVertex(v);
9521                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9522                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9523                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9524                 c2[3] = c[3];
9525         }
9526 }
9527
9528 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9529 {
9530         int i;
9531         const float *c;
9532         float *c2;
9533         if (!rsurface.passcolor4f)
9534                 return;
9535         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9536         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9537         rsurface.passcolor4f_vertexbuffer = 0;
9538         rsurface.passcolor4f_bufferoffset = 0;
9539         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9540         {
9541                 c2[0] = c[0] * r;
9542                 c2[1] = c[1] * g;
9543                 c2[2] = c[2] * b;
9544                 c2[3] = c[3] * a;
9545         }
9546 }
9547
9548 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9549 {
9550         int i;
9551         const float *c;
9552         float *c2;
9553         if (!rsurface.passcolor4f)
9554                 return;
9555         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9556         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9557         rsurface.passcolor4f_vertexbuffer = 0;
9558         rsurface.passcolor4f_bufferoffset = 0;
9559         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9560         {
9561                 c2[0] = c[0] + r_refdef.scene.ambient;
9562                 c2[1] = c[1] + r_refdef.scene.ambient;
9563                 c2[2] = c[2] + r_refdef.scene.ambient;
9564                 c2[3] = c[3];
9565         }
9566 }
9567
9568 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9569 {
9570         // TODO: optimize
9571         rsurface.passcolor4f = NULL;
9572         rsurface.passcolor4f_vertexbuffer = 0;
9573         rsurface.passcolor4f_bufferoffset = 0;
9574         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9575         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9576         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9577         GL_Color(r, g, b, a);
9578         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9579         RSurf_DrawBatch();
9580 }
9581
9582 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9583 {
9584         // TODO: optimize applyfog && applycolor case
9585         // just apply fog if necessary, and tint the fog color array if necessary
9586         rsurface.passcolor4f = NULL;
9587         rsurface.passcolor4f_vertexbuffer = 0;
9588         rsurface.passcolor4f_bufferoffset = 0;
9589         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9590         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9591         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9592         GL_Color(r, g, b, a);
9593         RSurf_DrawBatch();
9594 }
9595
9596 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9597 {
9598         // TODO: optimize
9599         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9600         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9601         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9602         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9603         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9604         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9605         GL_Color(r, g, b, a);
9606         RSurf_DrawBatch();
9607 }
9608
9609 static void RSurf_DrawBatch_GL11_ClampColor(void)
9610 {
9611         int i;
9612         const float *c1;
9613         float *c2;
9614         if (!rsurface.passcolor4f)
9615                 return;
9616         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9617         {
9618                 c2[0] = bound(0.0f, c1[0], 1.0f);
9619                 c2[1] = bound(0.0f, c1[1], 1.0f);
9620                 c2[2] = bound(0.0f, c1[2], 1.0f);
9621                 c2[3] = bound(0.0f, c1[3], 1.0f);
9622         }
9623 }
9624
9625 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9626 {
9627         int i;
9628         float f;
9629         const float *v;
9630         const float *n;
9631         float *c;
9632         //vec3_t eyedir;
9633
9634         // fake shading
9635         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9636         rsurface.passcolor4f_vertexbuffer = 0;
9637         rsurface.passcolor4f_bufferoffset = 0;
9638         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)
9639         {
9640                 f = -DotProduct(r_refdef.view.forward, n);
9641                 f = max(0, f);
9642                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9643                 f *= r_refdef.lightmapintensity;
9644                 Vector4Set(c, f, f, f, 1);
9645         }
9646 }
9647
9648 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9649 {
9650         RSurf_DrawBatch_GL11_ApplyFakeLight();
9651         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9652         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9653         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9654         GL_Color(r, g, b, a);
9655         RSurf_DrawBatch();
9656 }
9657
9658 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9659 {
9660         int i;
9661         float f;
9662         float alpha;
9663         const float *v;
9664         const float *n;
9665         float *c;
9666         vec3_t ambientcolor;
9667         vec3_t diffusecolor;
9668         vec3_t lightdir;
9669         // TODO: optimize
9670         // model lighting
9671         VectorCopy(rsurface.modellight_lightdir, lightdir);
9672         f = 0.5f * r_refdef.lightmapintensity;
9673         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9674         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9675         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9676         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9677         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9678         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9679         alpha = *a;
9680         if (VectorLength2(diffusecolor) > 0)
9681         {
9682                 // q3-style directional shading
9683                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9684                 rsurface.passcolor4f_vertexbuffer = 0;
9685                 rsurface.passcolor4f_bufferoffset = 0;
9686                 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)
9687                 {
9688                         if ((f = DotProduct(n, lightdir)) > 0)
9689                                 VectorMA(ambientcolor, f, diffusecolor, c);
9690                         else
9691                                 VectorCopy(ambientcolor, c);
9692                         c[3] = alpha;
9693                 }
9694                 *r = 1;
9695                 *g = 1;
9696                 *b = 1;
9697                 *a = 1;
9698                 *applycolor = false;
9699         }
9700         else
9701         {
9702                 *r = ambientcolor[0];
9703                 *g = ambientcolor[1];
9704                 *b = ambientcolor[2];
9705                 rsurface.passcolor4f = NULL;
9706                 rsurface.passcolor4f_vertexbuffer = 0;
9707                 rsurface.passcolor4f_bufferoffset = 0;
9708         }
9709 }
9710
9711 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9712 {
9713         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9714         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9715         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9716         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9717         GL_Color(r, g, b, a);
9718         RSurf_DrawBatch();
9719 }
9720
9721 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9722 {
9723         int i;
9724         float f;
9725         const float *v;
9726         float *c;
9727
9728         // fake shading
9729         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9730         rsurface.passcolor4f_vertexbuffer = 0;
9731         rsurface.passcolor4f_bufferoffset = 0;
9732
9733         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9734         {
9735                 f = 1 - RSurf_FogVertex(v);
9736                 c[0] = r;
9737                 c[1] = g;
9738                 c[2] = b;
9739                 c[3] = f * a;
9740         }
9741 }
9742
9743 void RSurf_SetupDepthAndCulling(void)
9744 {
9745         // submodels are biased to avoid z-fighting with world surfaces that they
9746         // may be exactly overlapping (avoids z-fighting artifacts on certain
9747         // doors and things in Quake maps)
9748         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9749         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9750         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9751         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9752 }
9753
9754 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9755 {
9756         // transparent sky would be ridiculous
9757         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9758                 return;
9759         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9760         skyrenderlater = true;
9761         RSurf_SetupDepthAndCulling();
9762         GL_DepthMask(true);
9763         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9764         // skymasking on them, and Quake3 never did sky masking (unlike
9765         // software Quake and software Quake2), so disable the sky masking
9766         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9767         // and skymasking also looks very bad when noclipping outside the
9768         // level, so don't use it then either.
9769         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9770         {
9771                 R_Mesh_ResetTextureState();
9772                 if (skyrendermasked)
9773                 {
9774                         R_SetupShader_DepthOrShadow(false);
9775                         // depth-only (masking)
9776                         GL_ColorMask(0,0,0,0);
9777                         // just to make sure that braindead drivers don't draw
9778                         // anything despite that colormask...
9779                         GL_BlendFunc(GL_ZERO, GL_ONE);
9780                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9781                         if (rsurface.batchvertex3fbuffer)
9782                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9783                         else
9784                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9785                 }
9786                 else
9787                 {
9788                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9789                         // fog sky
9790                         GL_BlendFunc(GL_ONE, GL_ZERO);
9791                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9792                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9793                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9794                 }
9795                 RSurf_DrawBatch();
9796                 if (skyrendermasked)
9797                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9798         }
9799         R_Mesh_ResetTextureState();
9800         GL_Color(1, 1, 1, 1);
9801 }
9802
9803 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9804 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9805 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9806 {
9807         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9808                 return;
9809         if (prepass)
9810         {
9811                 // render screenspace normalmap to texture
9812                 GL_DepthMask(true);
9813                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9814                 RSurf_DrawBatch();
9815         }
9816
9817         // bind lightmap texture
9818
9819         // water/refraction/reflection/camera surfaces have to be handled specially
9820         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9821         {
9822                 int start, end, startplaneindex;
9823                 for (start = 0;start < texturenumsurfaces;start = end)
9824                 {
9825                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9826                         if(startplaneindex < 0)
9827                         {
9828                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9829                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9830                                 end = start + 1;
9831                                 continue;
9832                         }
9833                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9834                                 ;
9835                         // now that we have a batch using the same planeindex, render it
9836                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9837                         {
9838                                 // render water or distortion background
9839                                 GL_DepthMask(true);
9840                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9841                                 RSurf_DrawBatch();
9842                                 // blend surface on top
9843                                 GL_DepthMask(false);
9844                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9845                                 RSurf_DrawBatch();
9846                         }
9847                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9848                         {
9849                                 // render surface with reflection texture as input
9850                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9851                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9852                                 RSurf_DrawBatch();
9853                         }
9854                 }
9855                 return;
9856         }
9857
9858         // render surface batch normally
9859         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9860         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9861         RSurf_DrawBatch();
9862 }
9863
9864 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9865 {
9866         // OpenGL 1.3 path - anything not completely ancient
9867         qboolean applycolor;
9868         qboolean applyfog;
9869         int layerindex;
9870         const texturelayer_t *layer;
9871         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);
9872         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9873
9874         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9875         {
9876                 vec4_t layercolor;
9877                 int layertexrgbscale;
9878                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9879                 {
9880                         if (layerindex == 0)
9881                                 GL_AlphaTest(true);
9882                         else
9883                         {
9884                                 GL_AlphaTest(false);
9885                                 GL_DepthFunc(GL_EQUAL);
9886                         }
9887                 }
9888                 GL_DepthMask(layer->depthmask && writedepth);
9889                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9890                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9891                 {
9892                         layertexrgbscale = 4;
9893                         VectorScale(layer->color, 0.25f, layercolor);
9894                 }
9895                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9896                 {
9897                         layertexrgbscale = 2;
9898                         VectorScale(layer->color, 0.5f, layercolor);
9899                 }
9900                 else
9901                 {
9902                         layertexrgbscale = 1;
9903                         VectorScale(layer->color, 1.0f, layercolor);
9904                 }
9905                 layercolor[3] = layer->color[3];
9906                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9907                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9908                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9909                 switch (layer->type)
9910                 {
9911                 case TEXTURELAYERTYPE_LITTEXTURE:
9912                         // single-pass lightmapped texture with 2x rgbscale
9913                         R_Mesh_TexBind(0, r_texture_white);
9914                         R_Mesh_TexMatrix(0, NULL);
9915                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9916                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9917                         R_Mesh_TexBind(1, layer->texture);
9918                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9919                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9920                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9921                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9922                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9923                         else if (FAKELIGHT_ENABLED)
9924                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9925                         else if (rsurface.uselightmaptexture)
9926                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9927                         else
9928                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9929                         break;
9930                 case TEXTURELAYERTYPE_TEXTURE:
9931                         // singletexture unlit texture with transparency support
9932                         R_Mesh_TexBind(0, layer->texture);
9933                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9934                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9935                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9936                         R_Mesh_TexBind(1, 0);
9937                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9938                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9939                         break;
9940                 case TEXTURELAYERTYPE_FOG:
9941                         // singletexture fogging
9942                         if (layer->texture)
9943                         {
9944                                 R_Mesh_TexBind(0, layer->texture);
9945                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9946                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9947                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9948                         }
9949                         else
9950                         {
9951                                 R_Mesh_TexBind(0, 0);
9952                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9953                         }
9954                         R_Mesh_TexBind(1, 0);
9955                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9956                         // generate a color array for the fog pass
9957                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9958                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9959                         RSurf_DrawBatch();
9960                         break;
9961                 default:
9962                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9963                 }
9964         }
9965         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9966         {
9967                 GL_DepthFunc(GL_LEQUAL);
9968                 GL_AlphaTest(false);
9969         }
9970 }
9971
9972 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9973 {
9974         // OpenGL 1.1 - crusty old voodoo path
9975         qboolean applyfog;
9976         int layerindex;
9977         const texturelayer_t *layer;
9978         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);
9979         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9980
9981         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9982         {
9983                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9984                 {
9985                         if (layerindex == 0)
9986                                 GL_AlphaTest(true);
9987                         else
9988                         {
9989                                 GL_AlphaTest(false);
9990                                 GL_DepthFunc(GL_EQUAL);
9991                         }
9992                 }
9993                 GL_DepthMask(layer->depthmask && writedepth);
9994                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9995                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9996                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9997                 switch (layer->type)
9998                 {
9999                 case TEXTURELAYERTYPE_LITTEXTURE:
10000                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10001                         {
10002                                 // two-pass lit texture with 2x rgbscale
10003                                 // first the lightmap pass
10004                                 R_Mesh_TexBind(0, r_texture_white);
10005                                 R_Mesh_TexMatrix(0, NULL);
10006                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10007                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10008                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10009                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10010                                 else if (FAKELIGHT_ENABLED)
10011                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10012                                 else if (rsurface.uselightmaptexture)
10013                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10014                                 else
10015                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10016                                 // then apply the texture to it
10017                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10018                                 R_Mesh_TexBind(0, layer->texture);
10019                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10020                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10021                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10022                                 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);
10023                         }
10024                         else
10025                         {
10026                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10027                                 R_Mesh_TexBind(0, layer->texture);
10028                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10029                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10030                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10031                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10032                                         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);
10033                                 else
10034                                         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);
10035                         }
10036                         break;
10037                 case TEXTURELAYERTYPE_TEXTURE:
10038                         // singletexture unlit texture with transparency support
10039                         R_Mesh_TexBind(0, layer->texture);
10040                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10041                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10042                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10043                         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);
10044                         break;
10045                 case TEXTURELAYERTYPE_FOG:
10046                         // singletexture fogging
10047                         if (layer->texture)
10048                         {
10049                                 R_Mesh_TexBind(0, layer->texture);
10050                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10051                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10052                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10053                         }
10054                         else
10055                         {
10056                                 R_Mesh_TexBind(0, 0);
10057                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10058                         }
10059                         // generate a color array for the fog pass
10060                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10061                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10062                         RSurf_DrawBatch();
10063                         break;
10064                 default:
10065                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10066                 }
10067         }
10068         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10069         {
10070                 GL_DepthFunc(GL_LEQUAL);
10071                 GL_AlphaTest(false);
10072         }
10073 }
10074
10075 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10076 {
10077         int vi;
10078         int j;
10079         r_vertexgeneric_t *batchvertex;
10080         float c[4];
10081
10082 //      R_Mesh_ResetTextureState();
10083         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10084
10085         if(rsurface.texture && rsurface.texture->currentskinframe)
10086         {
10087                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10088                 c[3] *= rsurface.texture->currentalpha;
10089         }
10090         else
10091         {
10092                 c[0] = 1;
10093                 c[1] = 0;
10094                 c[2] = 1;
10095                 c[3] = 1;
10096         }
10097
10098         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10099         {
10100                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10101                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10102                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10103         }
10104
10105         // brighten it up (as texture value 127 means "unlit")
10106         c[0] *= 2 * r_refdef.view.colorscale;
10107         c[1] *= 2 * r_refdef.view.colorscale;
10108         c[2] *= 2 * r_refdef.view.colorscale;
10109
10110         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10111                 c[3] *= r_wateralpha.value;
10112
10113         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10114         {
10115                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10116                 GL_DepthMask(false);
10117         }
10118         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10119         {
10120                 GL_BlendFunc(GL_ONE, GL_ONE);
10121                 GL_DepthMask(false);
10122         }
10123         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10124         {
10125                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10126                 GL_DepthMask(false);
10127         }
10128         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10129         {
10130                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10131                 GL_DepthMask(false);
10132         }
10133         else
10134         {
10135                 GL_BlendFunc(GL_ONE, GL_ZERO);
10136                 GL_DepthMask(writedepth);
10137         }
10138
10139         if (r_showsurfaces.integer == 3)
10140         {
10141                 rsurface.passcolor4f = NULL;
10142
10143                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10144                 {
10145                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10146
10147                         rsurface.passcolor4f = NULL;
10148                         rsurface.passcolor4f_vertexbuffer = 0;
10149                         rsurface.passcolor4f_bufferoffset = 0;
10150                 }
10151                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10152                 {
10153                         qboolean applycolor = true;
10154                         float one = 1.0;
10155
10156                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10157
10158                         r_refdef.lightmapintensity = 1;
10159                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10160                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10161                 }
10162                 else if (FAKELIGHT_ENABLED)
10163                 {
10164                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10165
10166                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10167                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10168                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10169                 }
10170                 else
10171                 {
10172                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10173
10174                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10175                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10176                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10177                 }
10178
10179                 if(!rsurface.passcolor4f)
10180                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10181
10182                 RSurf_DrawBatch_GL11_ApplyAmbient();
10183                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10184                 if(r_refdef.fogenabled)
10185                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10186                 RSurf_DrawBatch_GL11_ClampColor();
10187
10188                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10189                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10190                 RSurf_DrawBatch();
10191         }
10192         else if (!r_refdef.view.showdebug)
10193         {
10194                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10195                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10196                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10197                 {
10198                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10199                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10200                 }
10201                 R_Mesh_PrepareVertices_Generic_Unlock();
10202                 RSurf_DrawBatch();
10203         }
10204         else if (r_showsurfaces.integer == 4)
10205         {
10206                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10207                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10208                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10209                 {
10210                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10211                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10212                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10213                 }
10214                 R_Mesh_PrepareVertices_Generic_Unlock();
10215                 RSurf_DrawBatch();
10216         }
10217         else if (r_showsurfaces.integer == 2)
10218         {
10219                 const int *e;
10220                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10221                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10222                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10223                 {
10224                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10225                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10226                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10227                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10228                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10229                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10230                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10231                 }
10232                 R_Mesh_PrepareVertices_Generic_Unlock();
10233                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10234         }
10235         else
10236         {
10237                 int texturesurfaceindex;
10238                 int k;
10239                 const msurface_t *surface;
10240                 float surfacecolor4f[4];
10241                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10242                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10243                 vi = 0;
10244                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10245                 {
10246                         surface = texturesurfacelist[texturesurfaceindex];
10247                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10248                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10249                         for (j = 0;j < surface->num_vertices;j++)
10250                         {
10251                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10252                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10253                                 vi++;
10254                         }
10255                 }
10256                 R_Mesh_PrepareVertices_Generic_Unlock();
10257                 RSurf_DrawBatch();
10258         }
10259 }
10260
10261 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10262 {
10263         CHECKGLERROR
10264         RSurf_SetupDepthAndCulling();
10265         if (r_showsurfaces.integer)
10266         {
10267                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10268                 return;
10269         }
10270         switch (vid.renderpath)
10271         {
10272         case RENDERPATH_GL20:
10273         case RENDERPATH_D3D9:
10274         case RENDERPATH_D3D10:
10275         case RENDERPATH_D3D11:
10276         case RENDERPATH_SOFT:
10277         case RENDERPATH_GLES2:
10278                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10279                 break;
10280         case RENDERPATH_GL13:
10281         case RENDERPATH_GLES1:
10282                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10283                 break;
10284         case RENDERPATH_GL11:
10285                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10286                 break;
10287         }
10288         CHECKGLERROR
10289 }
10290
10291 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10292 {
10293         CHECKGLERROR
10294         RSurf_SetupDepthAndCulling();
10295         if (r_showsurfaces.integer)
10296         {
10297                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10298                 return;
10299         }
10300         switch (vid.renderpath)
10301         {
10302         case RENDERPATH_GL20:
10303         case RENDERPATH_D3D9:
10304         case RENDERPATH_D3D10:
10305         case RENDERPATH_D3D11:
10306         case RENDERPATH_SOFT:
10307         case RENDERPATH_GLES2:
10308                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10309                 break;
10310         case RENDERPATH_GL13:
10311         case RENDERPATH_GLES1:
10312                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10313                 break;
10314         case RENDERPATH_GL11:
10315                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10316                 break;
10317         }
10318         CHECKGLERROR
10319 }
10320
10321 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10322 {
10323         int i, j;
10324         int texturenumsurfaces, endsurface;
10325         texture_t *texture;
10326         const msurface_t *surface;
10327         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10328
10329         // if the model is static it doesn't matter what value we give for
10330         // wantnormals and wanttangents, so this logic uses only rules applicable
10331         // to a model, knowing that they are meaningless otherwise
10332         if (ent == r_refdef.scene.worldentity)
10333                 RSurf_ActiveWorldEntity();
10334         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10335                 RSurf_ActiveModelEntity(ent, false, false, false);
10336         else
10337         {
10338                 switch (vid.renderpath)
10339                 {
10340                 case RENDERPATH_GL20:
10341                 case RENDERPATH_D3D9:
10342                 case RENDERPATH_D3D10:
10343                 case RENDERPATH_D3D11:
10344                 case RENDERPATH_SOFT:
10345                 case RENDERPATH_GLES2:
10346                         RSurf_ActiveModelEntity(ent, true, true, false);
10347                         break;
10348                 case RENDERPATH_GL11:
10349                 case RENDERPATH_GL13:
10350                 case RENDERPATH_GLES1:
10351                         RSurf_ActiveModelEntity(ent, true, false, false);
10352                         break;
10353                 }
10354         }
10355
10356         if (r_transparentdepthmasking.integer)
10357         {
10358                 qboolean setup = false;
10359                 for (i = 0;i < numsurfaces;i = j)
10360                 {
10361                         j = i + 1;
10362                         surface = rsurface.modelsurfaces + surfacelist[i];
10363                         texture = surface->texture;
10364                         rsurface.texture = R_GetCurrentTexture(texture);
10365                         rsurface.lightmaptexture = NULL;
10366                         rsurface.deluxemaptexture = NULL;
10367                         rsurface.uselightmaptexture = false;
10368                         // scan ahead until we find a different texture
10369                         endsurface = min(i + 1024, numsurfaces);
10370                         texturenumsurfaces = 0;
10371                         texturesurfacelist[texturenumsurfaces++] = surface;
10372                         for (;j < endsurface;j++)
10373                         {
10374                                 surface = rsurface.modelsurfaces + surfacelist[j];
10375                                 if (texture != surface->texture)
10376                                         break;
10377                                 texturesurfacelist[texturenumsurfaces++] = surface;
10378                         }
10379                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10380                                 continue;
10381                         // render the range of surfaces as depth
10382                         if (!setup)
10383                         {
10384                                 setup = true;
10385                                 GL_ColorMask(0,0,0,0);
10386                                 GL_Color(1,1,1,1);
10387                                 GL_DepthTest(true);
10388                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10389                                 GL_DepthMask(true);
10390 //                              R_Mesh_ResetTextureState();
10391                                 R_SetupShader_DepthOrShadow(false);
10392                         }
10393                         RSurf_SetupDepthAndCulling();
10394                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10395                         if (rsurface.batchvertex3fbuffer)
10396                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10397                         else
10398                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10399                         RSurf_DrawBatch();
10400                 }
10401                 if (setup)
10402                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10403         }
10404
10405         for (i = 0;i < numsurfaces;i = j)
10406         {
10407                 j = i + 1;
10408                 surface = rsurface.modelsurfaces + surfacelist[i];
10409                 texture = surface->texture;
10410                 rsurface.texture = R_GetCurrentTexture(texture);
10411                 // scan ahead until we find a different texture
10412                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10413                 texturenumsurfaces = 0;
10414                 texturesurfacelist[texturenumsurfaces++] = surface;
10415                 if(FAKELIGHT_ENABLED)
10416                 {
10417                         rsurface.lightmaptexture = NULL;
10418                         rsurface.deluxemaptexture = NULL;
10419                         rsurface.uselightmaptexture = false;
10420                         for (;j < endsurface;j++)
10421                         {
10422                                 surface = rsurface.modelsurfaces + surfacelist[j];
10423                                 if (texture != surface->texture)
10424                                         break;
10425                                 texturesurfacelist[texturenumsurfaces++] = surface;
10426                         }
10427                 }
10428                 else
10429                 {
10430                         rsurface.lightmaptexture = surface->lightmaptexture;
10431                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10432                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10433                         for (;j < endsurface;j++)
10434                         {
10435                                 surface = rsurface.modelsurfaces + surfacelist[j];
10436                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10437                                         break;
10438                                 texturesurfacelist[texturenumsurfaces++] = surface;
10439                         }
10440                 }
10441                 // render the range of surfaces
10442                 if (ent == r_refdef.scene.worldentity)
10443                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10444                 else
10445                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10446         }
10447         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10448 }
10449
10450 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10451 {
10452         // transparent surfaces get pushed off into the transparent queue
10453         int surfacelistindex;
10454         const msurface_t *surface;
10455         vec3_t tempcenter, center;
10456         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10457         {
10458                 surface = texturesurfacelist[surfacelistindex];
10459                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10460                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10461                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10462                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10463                 if (queueentity->transparent_offset) // transparent offset
10464                 {
10465                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10466                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10467                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10468                 }
10469                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10470         }
10471 }
10472
10473 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10474 {
10475         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10476                 return;
10477         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10478                 return;
10479         RSurf_SetupDepthAndCulling();
10480         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10481         if (rsurface.batchvertex3fbuffer)
10482                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10483         else
10484                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10485         RSurf_DrawBatch();
10486 }
10487
10488 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10489 {
10490         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10491         CHECKGLERROR
10492         if (depthonly)
10493                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10494         else if (prepass)
10495         {
10496                 if (!rsurface.texture->currentnumlayers)
10497                         return;
10498                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10499                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10500                 else
10501                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10502         }
10503         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10504                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10505         else if (!rsurface.texture->currentnumlayers)
10506                 return;
10507         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10508         {
10509                 // in the deferred case, transparent surfaces were queued during prepass
10510                 if (!r_shadow_usingdeferredprepass)
10511                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10512         }
10513         else
10514         {
10515                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10516                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10517         }
10518         CHECKGLERROR
10519 }
10520
10521 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10522 {
10523         int i, j;
10524         texture_t *texture;
10525         R_FrameData_SetMark();
10526         // break the surface list down into batches by texture and use of lightmapping
10527         for (i = 0;i < numsurfaces;i = j)
10528         {
10529                 j = i + 1;
10530                 // texture is the base texture pointer, rsurface.texture is the
10531                 // current frame/skin the texture is directing us to use (for example
10532                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10533                 // use skin 1 instead)
10534                 texture = surfacelist[i]->texture;
10535                 rsurface.texture = R_GetCurrentTexture(texture);
10536                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10537                 {
10538                         // if this texture is not the kind we want, skip ahead to the next one
10539                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10540                                 ;
10541                         continue;
10542                 }
10543                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10544                 {
10545                         rsurface.lightmaptexture = NULL;
10546                         rsurface.deluxemaptexture = NULL;
10547                         rsurface.uselightmaptexture = false;
10548                         // simply scan ahead until we find a different texture or lightmap state
10549                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10550                                 ;
10551                 }
10552                 else
10553                 {
10554                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10555                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10556                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10557                         // simply scan ahead until we find a different texture or lightmap state
10558                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10559                                 ;
10560                 }
10561                 // render the range of surfaces
10562                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10563         }
10564         R_FrameData_ReturnToMark();
10565 }
10566
10567 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10568 {
10569         CHECKGLERROR
10570         if (depthonly)
10571                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10572         else if (prepass)
10573         {
10574                 if (!rsurface.texture->currentnumlayers)
10575                         return;
10576                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10577                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10578                 else
10579                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10580         }
10581         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10582                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10583         else if (!rsurface.texture->currentnumlayers)
10584                 return;
10585         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10586         {
10587                 // in the deferred case, transparent surfaces were queued during prepass
10588                 if (!r_shadow_usingdeferredprepass)
10589                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10590         }
10591         else
10592         {
10593                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10594                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10595         }
10596         CHECKGLERROR
10597 }
10598
10599 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10600 {
10601         int i, j;
10602         texture_t *texture;
10603         R_FrameData_SetMark();
10604         // break the surface list down into batches by texture and use of lightmapping
10605         for (i = 0;i < numsurfaces;i = j)
10606         {
10607                 j = i + 1;
10608                 // texture is the base texture pointer, rsurface.texture is the
10609                 // current frame/skin the texture is directing us to use (for example
10610                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10611                 // use skin 1 instead)
10612                 texture = surfacelist[i]->texture;
10613                 rsurface.texture = R_GetCurrentTexture(texture);
10614                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10615                 {
10616                         // if this texture is not the kind we want, skip ahead to the next one
10617                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10618                                 ;
10619                         continue;
10620                 }
10621                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10622                 {
10623                         rsurface.lightmaptexture = NULL;
10624                         rsurface.deluxemaptexture = NULL;
10625                         rsurface.uselightmaptexture = false;
10626                         // simply scan ahead until we find a different texture or lightmap state
10627                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10628                                 ;
10629                 }
10630                 else
10631                 {
10632                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10633                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10634                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10635                         // simply scan ahead until we find a different texture or lightmap state
10636                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10637                                 ;
10638                 }
10639                 // render the range of surfaces
10640                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10641         }
10642         R_FrameData_ReturnToMark();
10643 }
10644
10645 float locboxvertex3f[6*4*3] =
10646 {
10647         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10648         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10649         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10650         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10651         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10652         1,0,0, 0,0,0, 0,1,0, 1,1,0
10653 };
10654
10655 unsigned short locboxelements[6*2*3] =
10656 {
10657          0, 1, 2, 0, 2, 3,
10658          4, 5, 6, 4, 6, 7,
10659          8, 9,10, 8,10,11,
10660         12,13,14, 12,14,15,
10661         16,17,18, 16,18,19,
10662         20,21,22, 20,22,23
10663 };
10664
10665 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10666 {
10667         int i, j;
10668         cl_locnode_t *loc = (cl_locnode_t *)ent;
10669         vec3_t mins, size;
10670         float vertex3f[6*4*3];
10671         CHECKGLERROR
10672         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10673         GL_DepthMask(false);
10674         GL_DepthRange(0, 1);
10675         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10676         GL_DepthTest(true);
10677         GL_CullFace(GL_NONE);
10678         R_EntityMatrix(&identitymatrix);
10679
10680 //      R_Mesh_ResetTextureState();
10681
10682         i = surfacelist[0];
10683         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10684                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10685                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10686                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10687
10688         if (VectorCompare(loc->mins, loc->maxs))
10689         {
10690                 VectorSet(size, 2, 2, 2);
10691                 VectorMA(loc->mins, -0.5f, size, mins);
10692         }
10693         else
10694         {
10695                 VectorCopy(loc->mins, mins);
10696                 VectorSubtract(loc->maxs, loc->mins, size);
10697         }
10698
10699         for (i = 0;i < 6*4*3;)
10700                 for (j = 0;j < 3;j++, i++)
10701                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10702
10703         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10704         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10705         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10706 }
10707
10708 void R_DrawLocs(void)
10709 {
10710         int index;
10711         cl_locnode_t *loc, *nearestloc;
10712         vec3_t center;
10713         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10714         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10715         {
10716                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10717                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10718         }
10719 }
10720
10721 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10722 {
10723         if (decalsystem->decals)
10724                 Mem_Free(decalsystem->decals);
10725         memset(decalsystem, 0, sizeof(*decalsystem));
10726 }
10727
10728 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)
10729 {
10730         tridecal_t *decal;
10731         tridecal_t *decals;
10732         int i;
10733
10734         // expand or initialize the system
10735         if (decalsystem->maxdecals <= decalsystem->numdecals)
10736         {
10737                 decalsystem_t old = *decalsystem;
10738                 qboolean useshortelements;
10739                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10740                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10741                 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)));
10742                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10743                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10744                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10745                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10746                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10747                 if (decalsystem->numdecals)
10748                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10749                 if (old.decals)
10750                         Mem_Free(old.decals);
10751                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10752                         decalsystem->element3i[i] = i;
10753                 if (useshortelements)
10754                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10755                                 decalsystem->element3s[i] = i;
10756         }
10757
10758         // grab a decal and search for another free slot for the next one
10759         decals = decalsystem->decals;
10760         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10761         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10762                 ;
10763         decalsystem->freedecal = i;
10764         if (decalsystem->numdecals <= i)
10765                 decalsystem->numdecals = i + 1;
10766
10767         // initialize the decal
10768         decal->lived = 0;
10769         decal->triangleindex = triangleindex;
10770         decal->surfaceindex = surfaceindex;
10771         decal->decalsequence = decalsequence;
10772         decal->color4f[0][0] = c0[0];
10773         decal->color4f[0][1] = c0[1];
10774         decal->color4f[0][2] = c0[2];
10775         decal->color4f[0][3] = 1;
10776         decal->color4f[1][0] = c1[0];
10777         decal->color4f[1][1] = c1[1];
10778         decal->color4f[1][2] = c1[2];
10779         decal->color4f[1][3] = 1;
10780         decal->color4f[2][0] = c2[0];
10781         decal->color4f[2][1] = c2[1];
10782         decal->color4f[2][2] = c2[2];
10783         decal->color4f[2][3] = 1;
10784         decal->vertex3f[0][0] = v0[0];
10785         decal->vertex3f[0][1] = v0[1];
10786         decal->vertex3f[0][2] = v0[2];
10787         decal->vertex3f[1][0] = v1[0];
10788         decal->vertex3f[1][1] = v1[1];
10789         decal->vertex3f[1][2] = v1[2];
10790         decal->vertex3f[2][0] = v2[0];
10791         decal->vertex3f[2][1] = v2[1];
10792         decal->vertex3f[2][2] = v2[2];
10793         decal->texcoord2f[0][0] = t0[0];
10794         decal->texcoord2f[0][1] = t0[1];
10795         decal->texcoord2f[1][0] = t1[0];
10796         decal->texcoord2f[1][1] = t1[1];
10797         decal->texcoord2f[2][0] = t2[0];
10798         decal->texcoord2f[2][1] = t2[1];
10799         TriangleNormal(v0, v1, v2, decal->plane);
10800         VectorNormalize(decal->plane);
10801         decal->plane[3] = DotProduct(v0, decal->plane);
10802 }
10803
10804 extern cvar_t cl_decals_bias;
10805 extern cvar_t cl_decals_models;
10806 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10807 // baseparms, parms, temps
10808 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)
10809 {
10810         int cornerindex;
10811         int index;
10812         float v[9][3];
10813         const float *vertex3f;
10814         const float *normal3f;
10815         int numpoints;
10816         float points[2][9][3];
10817         float temp[3];
10818         float tc[9][2];
10819         float f;
10820         float c[9][4];
10821         const int *e;
10822
10823         e = rsurface.modelelement3i + 3*triangleindex;
10824
10825         vertex3f = rsurface.modelvertex3f;
10826         normal3f = rsurface.modelnormal3f;
10827
10828         if (normal3f)
10829         {
10830                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10831                 {
10832                         index = 3*e[cornerindex];
10833                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10834                 }
10835         }
10836         else
10837         {
10838                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10839                 {
10840                         index = 3*e[cornerindex];
10841                         VectorCopy(vertex3f + index, v[cornerindex]);
10842                 }
10843         }
10844
10845         // cull backfaces
10846         //TriangleNormal(v[0], v[1], v[2], normal);
10847         //if (DotProduct(normal, localnormal) < 0.0f)
10848         //      continue;
10849         // clip by each of the box planes formed from the projection matrix
10850         // if anything survives, we emit the decal
10851         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]);
10852         if (numpoints < 3)
10853                 return;
10854         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]);
10855         if (numpoints < 3)
10856                 return;
10857         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]);
10858         if (numpoints < 3)
10859                 return;
10860         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]);
10861         if (numpoints < 3)
10862                 return;
10863         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]);
10864         if (numpoints < 3)
10865                 return;
10866         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]);
10867         if (numpoints < 3)
10868                 return;
10869         // some part of the triangle survived, so we have to accept it...
10870         if (dynamic)
10871         {
10872                 // dynamic always uses the original triangle
10873                 numpoints = 3;
10874                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10875                 {
10876                         index = 3*e[cornerindex];
10877                         VectorCopy(vertex3f + index, v[cornerindex]);
10878                 }
10879         }
10880         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10881         {
10882                 // convert vertex positions to texcoords
10883                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10884                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10885                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10886                 // calculate distance fade from the projection origin
10887                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10888                 f = bound(0.0f, f, 1.0f);
10889                 c[cornerindex][0] = r * f;
10890                 c[cornerindex][1] = g * f;
10891                 c[cornerindex][2] = b * f;
10892                 c[cornerindex][3] = 1.0f;
10893                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10894         }
10895         if (dynamic)
10896                 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);
10897         else
10898                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10899                         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);
10900 }
10901 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)
10902 {
10903         matrix4x4_t projection;
10904         decalsystem_t *decalsystem;
10905         qboolean dynamic;
10906         dp_model_t *model;
10907         const msurface_t *surface;
10908         const msurface_t *surfaces;
10909         const int *surfacelist;
10910         const texture_t *texture;
10911         int numtriangles;
10912         int numsurfacelist;
10913         int surfacelistindex;
10914         int surfaceindex;
10915         int triangleindex;
10916         float localorigin[3];
10917         float localnormal[3];
10918         float localmins[3];
10919         float localmaxs[3];
10920         float localsize;
10921         //float normal[3];
10922         float planes[6][4];
10923         float angles[3];
10924         bih_t *bih;
10925         int bih_triangles_count;
10926         int bih_triangles[256];
10927         int bih_surfaces[256];
10928
10929         decalsystem = &ent->decalsystem;
10930         model = ent->model;
10931         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10932         {
10933                 R_DecalSystem_Reset(&ent->decalsystem);
10934                 return;
10935         }
10936
10937         if (!model->brush.data_leafs && !cl_decals_models.integer)
10938         {
10939                 if (decalsystem->model)
10940                         R_DecalSystem_Reset(decalsystem);
10941                 return;
10942         }
10943
10944         if (decalsystem->model != model)
10945                 R_DecalSystem_Reset(decalsystem);
10946         decalsystem->model = model;
10947
10948         RSurf_ActiveModelEntity(ent, true, false, false);
10949
10950         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10951         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10952         VectorNormalize(localnormal);
10953         localsize = worldsize*rsurface.inversematrixscale;
10954         localmins[0] = localorigin[0] - localsize;
10955         localmins[1] = localorigin[1] - localsize;
10956         localmins[2] = localorigin[2] - localsize;
10957         localmaxs[0] = localorigin[0] + localsize;
10958         localmaxs[1] = localorigin[1] + localsize;
10959         localmaxs[2] = localorigin[2] + localsize;
10960
10961         //VectorCopy(localnormal, planes[4]);
10962         //VectorVectors(planes[4], planes[2], planes[0]);
10963         AnglesFromVectors(angles, localnormal, NULL, false);
10964         AngleVectors(angles, planes[0], planes[2], planes[4]);
10965         VectorNegate(planes[0], planes[1]);
10966         VectorNegate(planes[2], planes[3]);
10967         VectorNegate(planes[4], planes[5]);
10968         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10969         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10970         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10971         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10972         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10973         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10974
10975 #if 1
10976 // works
10977 {
10978         matrix4x4_t forwardprojection;
10979         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10980         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10981 }
10982 #else
10983 // broken
10984 {
10985         float projectionvector[4][3];
10986         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10987         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10988         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10989         projectionvector[0][0] = planes[0][0] * ilocalsize;
10990         projectionvector[0][1] = planes[1][0] * ilocalsize;
10991         projectionvector[0][2] = planes[2][0] * ilocalsize;
10992         projectionvector[1][0] = planes[0][1] * ilocalsize;
10993         projectionvector[1][1] = planes[1][1] * ilocalsize;
10994         projectionvector[1][2] = planes[2][1] * ilocalsize;
10995         projectionvector[2][0] = planes[0][2] * ilocalsize;
10996         projectionvector[2][1] = planes[1][2] * ilocalsize;
10997         projectionvector[2][2] = planes[2][2] * ilocalsize;
10998         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10999         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11000         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11001         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11002 }
11003 #endif
11004
11005         dynamic = model->surfmesh.isanimated;
11006         numsurfacelist = model->nummodelsurfaces;
11007         surfacelist = model->sortedmodelsurfaces;
11008         surfaces = model->data_surfaces;
11009
11010         bih = NULL;
11011         bih_triangles_count = -1;
11012         if(!dynamic)
11013         {
11014                 if(model->render_bih.numleafs)
11015                         bih = &model->render_bih;
11016                 else if(model->collision_bih.numleafs)
11017                         bih = &model->collision_bih;
11018         }
11019         if(bih)
11020                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11021         if(bih_triangles_count == 0)
11022                 return;
11023         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11024                 return;
11025         if(bih_triangles_count > 0)
11026         {
11027                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11028                 {
11029                         surfaceindex = bih_surfaces[triangleindex];
11030                         surface = surfaces + surfaceindex;
11031                         texture = surface->texture;
11032                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11033                                 continue;
11034                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11035                                 continue;
11036                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11037                 }
11038         }
11039         else
11040         {
11041                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11042                 {
11043                         surfaceindex = surfacelist[surfacelistindex];
11044                         surface = surfaces + surfaceindex;
11045                         // check cull box first because it rejects more than any other check
11046                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11047                                 continue;
11048                         // skip transparent surfaces
11049                         texture = surface->texture;
11050                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11051                                 continue;
11052                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11053                                 continue;
11054                         numtriangles = surface->num_triangles;
11055                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11056                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11057                 }
11058         }
11059 }
11060
11061 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11062 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)
11063 {
11064         int renderentityindex;
11065         float worldmins[3];
11066         float worldmaxs[3];
11067         entity_render_t *ent;
11068
11069         if (!cl_decals_newsystem.integer)
11070                 return;
11071
11072         worldmins[0] = worldorigin[0] - worldsize;
11073         worldmins[1] = worldorigin[1] - worldsize;
11074         worldmins[2] = worldorigin[2] - worldsize;
11075         worldmaxs[0] = worldorigin[0] + worldsize;
11076         worldmaxs[1] = worldorigin[1] + worldsize;
11077         worldmaxs[2] = worldorigin[2] + worldsize;
11078
11079         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11080
11081         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11082         {
11083                 ent = r_refdef.scene.entities[renderentityindex];
11084                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11085                         continue;
11086
11087                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11088         }
11089 }
11090
11091 typedef struct r_decalsystem_splatqueue_s
11092 {
11093         vec3_t worldorigin;
11094         vec3_t worldnormal;
11095         float color[4];
11096         float tcrange[4];
11097         float worldsize;
11098         int decalsequence;
11099 }
11100 r_decalsystem_splatqueue_t;
11101
11102 int r_decalsystem_numqueued = 0;
11103 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11104
11105 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)
11106 {
11107         r_decalsystem_splatqueue_t *queue;
11108
11109         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11110                 return;
11111
11112         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11113         VectorCopy(worldorigin, queue->worldorigin);
11114         VectorCopy(worldnormal, queue->worldnormal);
11115         Vector4Set(queue->color, r, g, b, a);
11116         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11117         queue->worldsize = worldsize;
11118         queue->decalsequence = cl.decalsequence++;
11119 }
11120
11121 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11122 {
11123         int i;
11124         r_decalsystem_splatqueue_t *queue;
11125
11126         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11127                 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);
11128         r_decalsystem_numqueued = 0;
11129 }
11130
11131 extern cvar_t cl_decals_max;
11132 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11133 {
11134         int i;
11135         decalsystem_t *decalsystem = &ent->decalsystem;
11136         int numdecals;
11137         int killsequence;
11138         tridecal_t *decal;
11139         float frametime;
11140         float lifetime;
11141
11142         if (!decalsystem->numdecals)
11143                 return;
11144
11145         if (r_showsurfaces.integer)
11146                 return;
11147
11148         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11149         {
11150                 R_DecalSystem_Reset(decalsystem);
11151                 return;
11152         }
11153
11154         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11155         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11156
11157         if (decalsystem->lastupdatetime)
11158                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11159         else
11160                 frametime = 0;
11161         decalsystem->lastupdatetime = r_refdef.scene.time;
11162         decal = decalsystem->decals;
11163         numdecals = decalsystem->numdecals;
11164
11165         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11166         {
11167                 if (decal->color4f[0][3])
11168                 {
11169                         decal->lived += frametime;
11170                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11171                         {
11172                                 memset(decal, 0, sizeof(*decal));
11173                                 if (decalsystem->freedecal > i)
11174                                         decalsystem->freedecal = i;
11175                         }
11176                 }
11177         }
11178         decal = decalsystem->decals;
11179         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11180                 numdecals--;
11181
11182         // collapse the array by shuffling the tail decals into the gaps
11183         for (;;)
11184         {
11185                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11186                         decalsystem->freedecal++;
11187                 if (decalsystem->freedecal == numdecals)
11188                         break;
11189                 decal[decalsystem->freedecal] = decal[--numdecals];
11190         }
11191
11192         decalsystem->numdecals = numdecals;
11193
11194         if (numdecals <= 0)
11195         {
11196                 // if there are no decals left, reset decalsystem
11197                 R_DecalSystem_Reset(decalsystem);
11198         }
11199 }
11200
11201 extern skinframe_t *decalskinframe;
11202 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11203 {
11204         int i;
11205         decalsystem_t *decalsystem = &ent->decalsystem;
11206         int numdecals;
11207         tridecal_t *decal;
11208         float faderate;
11209         float alpha;
11210         float *v3f;
11211         float *c4f;
11212         float *t2f;
11213         const int *e;
11214         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11215         int numtris = 0;
11216
11217         numdecals = decalsystem->numdecals;
11218         if (!numdecals)
11219                 return;
11220
11221         if (r_showsurfaces.integer)
11222                 return;
11223
11224         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11225         {
11226                 R_DecalSystem_Reset(decalsystem);
11227                 return;
11228         }
11229
11230         // if the model is static it doesn't matter what value we give for
11231         // wantnormals and wanttangents, so this logic uses only rules applicable
11232         // to a model, knowing that they are meaningless otherwise
11233         if (ent == r_refdef.scene.worldentity)
11234                 RSurf_ActiveWorldEntity();
11235         else
11236                 RSurf_ActiveModelEntity(ent, false, false, false);
11237
11238         decalsystem->lastupdatetime = r_refdef.scene.time;
11239         decal = decalsystem->decals;
11240
11241         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11242
11243         // update vertex positions for animated models
11244         v3f = decalsystem->vertex3f;
11245         c4f = decalsystem->color4f;
11246         t2f = decalsystem->texcoord2f;
11247         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11248         {
11249                 if (!decal->color4f[0][3])
11250                         continue;
11251
11252                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11253                         continue;
11254
11255                 // skip backfaces
11256                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11257                         continue;
11258
11259                 // update color values for fading decals
11260                 if (decal->lived >= cl_decals_time.value)
11261                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11262                 else
11263                         alpha = 1.0f;
11264
11265                 c4f[ 0] = decal->color4f[0][0] * alpha;
11266                 c4f[ 1] = decal->color4f[0][1] * alpha;
11267                 c4f[ 2] = decal->color4f[0][2] * alpha;
11268                 c4f[ 3] = 1;
11269                 c4f[ 4] = decal->color4f[1][0] * alpha;
11270                 c4f[ 5] = decal->color4f[1][1] * alpha;
11271                 c4f[ 6] = decal->color4f[1][2] * alpha;
11272                 c4f[ 7] = 1;
11273                 c4f[ 8] = decal->color4f[2][0] * alpha;
11274                 c4f[ 9] = decal->color4f[2][1] * alpha;
11275                 c4f[10] = decal->color4f[2][2] * alpha;
11276                 c4f[11] = 1;
11277
11278                 t2f[0] = decal->texcoord2f[0][0];
11279                 t2f[1] = decal->texcoord2f[0][1];
11280                 t2f[2] = decal->texcoord2f[1][0];
11281                 t2f[3] = decal->texcoord2f[1][1];
11282                 t2f[4] = decal->texcoord2f[2][0];
11283                 t2f[5] = decal->texcoord2f[2][1];
11284
11285                 // update vertex positions for animated models
11286                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11287                 {
11288                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11289                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11290                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11291                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11292                 }
11293                 else
11294                 {
11295                         VectorCopy(decal->vertex3f[0], v3f);
11296                         VectorCopy(decal->vertex3f[1], v3f + 3);
11297                         VectorCopy(decal->vertex3f[2], v3f + 6);
11298                 }
11299
11300                 if (r_refdef.fogenabled)
11301                 {
11302                         alpha = RSurf_FogVertex(v3f);
11303                         VectorScale(c4f, alpha, c4f);
11304                         alpha = RSurf_FogVertex(v3f + 3);
11305                         VectorScale(c4f + 4, alpha, c4f + 4);
11306                         alpha = RSurf_FogVertex(v3f + 6);
11307                         VectorScale(c4f + 8, alpha, c4f + 8);
11308                 }
11309
11310                 v3f += 9;
11311                 c4f += 12;
11312                 t2f += 6;
11313                 numtris++;
11314         }
11315
11316         if (numtris > 0)
11317         {
11318                 r_refdef.stats.drawndecals += numtris;
11319
11320                 // now render the decals all at once
11321                 // (this assumes they all use one particle font texture!)
11322                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11323 //              R_Mesh_ResetTextureState();
11324                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11325                 GL_DepthMask(false);
11326                 GL_DepthRange(0, 1);
11327                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11328                 GL_DepthTest(true);
11329                 GL_CullFace(GL_NONE);
11330                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11331                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11332                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11333         }
11334 }
11335
11336 static void R_DrawModelDecals(void)
11337 {
11338         int i, numdecals;
11339
11340         // fade faster when there are too many decals
11341         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11342         for (i = 0;i < r_refdef.scene.numentities;i++)
11343                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11344
11345         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11346         for (i = 0;i < r_refdef.scene.numentities;i++)
11347                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11348                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11349
11350         R_DecalSystem_ApplySplatEntitiesQueue();
11351
11352         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11353         for (i = 0;i < r_refdef.scene.numentities;i++)
11354                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11355
11356         r_refdef.stats.totaldecals += numdecals;
11357
11358         if (r_showsurfaces.integer)
11359                 return;
11360
11361         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11362
11363         for (i = 0;i < r_refdef.scene.numentities;i++)
11364         {
11365                 if (!r_refdef.viewcache.entityvisible[i])
11366                         continue;
11367                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11368                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11369         }
11370 }
11371
11372 extern cvar_t mod_collision_bih;
11373 void R_DrawDebugModel(void)
11374 {
11375         entity_render_t *ent = rsurface.entity;
11376         int i, j, k, l, flagsmask;
11377         const msurface_t *surface;
11378         dp_model_t *model = ent->model;
11379         vec3_t v;
11380
11381         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11382                 return;
11383
11384         if (r_showoverdraw.value > 0)
11385         {
11386                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11387                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11388                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11389                 GL_DepthTest(false);
11390                 GL_DepthMask(false);
11391                 GL_DepthRange(0, 1);
11392                 GL_BlendFunc(GL_ONE, GL_ONE);
11393                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11394                 {
11395                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11396                                 continue;
11397                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11398                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11399                         {
11400                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11401                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11402                                 if (!rsurface.texture->currentlayers->depthmask)
11403                                         GL_Color(c, 0, 0, 1.0f);
11404                                 else if (ent == r_refdef.scene.worldentity)
11405                                         GL_Color(c, c, c, 1.0f);
11406                                 else
11407                                         GL_Color(0, c, 0, 1.0f);
11408                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11409                                 RSurf_DrawBatch();
11410                         }
11411                 }
11412                 rsurface.texture = NULL;
11413         }
11414
11415         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11416
11417 //      R_Mesh_ResetTextureState();
11418         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11419         GL_DepthRange(0, 1);
11420         GL_DepthTest(!r_showdisabledepthtest.integer);
11421         GL_DepthMask(false);
11422         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11423
11424         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11425         {
11426                 int triangleindex;
11427                 int bihleafindex;
11428                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11429                 const q3mbrush_t *brush;
11430                 const bih_t *bih = &model->collision_bih;
11431                 const bih_leaf_t *bihleaf;
11432                 float vertex3f[3][3];
11433                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11434                 cullbox = false;
11435                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11436                 {
11437                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11438                                 continue;
11439                         switch (bihleaf->type)
11440                         {
11441                         case BIH_BRUSH:
11442                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11443                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11444                                 {
11445                                         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);
11446                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11447                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11448                                 }
11449                                 break;
11450                         case BIH_COLLISIONTRIANGLE:
11451                                 triangleindex = bihleaf->itemindex;
11452                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11453                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11454                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11455                                 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);
11456                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11457                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11458                                 break;
11459                         case BIH_RENDERTRIANGLE:
11460                                 triangleindex = bihleaf->itemindex;
11461                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11462                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11463                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11464                                 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);
11465                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11466                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11467                                 break;
11468                         }
11469                 }
11470         }
11471
11472         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11473
11474 #ifndef USE_GLES2
11475         if (r_showtris.integer && qglPolygonMode)
11476         {
11477                 if (r_showdisabledepthtest.integer)
11478                 {
11479                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11480                         GL_DepthMask(false);
11481                 }
11482                 else
11483                 {
11484                         GL_BlendFunc(GL_ONE, GL_ZERO);
11485                         GL_DepthMask(true);
11486                 }
11487                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11488                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11489                 {
11490                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11491                                 continue;
11492                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11493                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11494                         {
11495                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11496                                 if (!rsurface.texture->currentlayers->depthmask)
11497                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11498                                 else if (ent == r_refdef.scene.worldentity)
11499                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11500                                 else
11501                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11502                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11503                                 RSurf_DrawBatch();
11504                         }
11505                 }
11506                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11507                 rsurface.texture = NULL;
11508         }
11509
11510         if (r_shownormals.value != 0 && qglBegin)
11511         {
11512                 if (r_showdisabledepthtest.integer)
11513                 {
11514                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11515                         GL_DepthMask(false);
11516                 }
11517                 else
11518                 {
11519                         GL_BlendFunc(GL_ONE, GL_ZERO);
11520                         GL_DepthMask(true);
11521                 }
11522                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11523                 {
11524                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11525                                 continue;
11526                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11527                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11528                         {
11529                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11530                                 qglBegin(GL_LINES);
11531                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11532                                 {
11533                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11534                                         {
11535                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11536                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11537                                                 qglVertex3f(v[0], v[1], v[2]);
11538                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11539                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11540                                                 qglVertex3f(v[0], v[1], v[2]);
11541                                         }
11542                                 }
11543                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11544                                 {
11545                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11546                                         {
11547                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11548                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11549                                                 qglVertex3f(v[0], v[1], v[2]);
11550                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11551                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11552                                                 qglVertex3f(v[0], v[1], v[2]);
11553                                         }
11554                                 }
11555                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11556                                 {
11557                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11558                                         {
11559                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11560                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11561                                                 qglVertex3f(v[0], v[1], v[2]);
11562                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11563                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11564                                                 qglVertex3f(v[0], v[1], v[2]);
11565                                         }
11566                                 }
11567                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11568                                 {
11569                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11570                                         {
11571                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11572                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11573                                                 qglVertex3f(v[0], v[1], v[2]);
11574                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11575                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11576                                                 qglVertex3f(v[0], v[1], v[2]);
11577                                         }
11578                                 }
11579                                 qglEnd();
11580                                 CHECKGLERROR
11581                         }
11582                 }
11583                 rsurface.texture = NULL;
11584         }
11585 #endif
11586 }
11587
11588 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11589 int r_maxsurfacelist = 0;
11590 const msurface_t **r_surfacelist = NULL;
11591 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11592 {
11593         int i, j, endj, flagsmask;
11594         dp_model_t *model = r_refdef.scene.worldmodel;
11595         msurface_t *surfaces;
11596         unsigned char *update;
11597         int numsurfacelist = 0;
11598         if (model == NULL)
11599                 return;
11600
11601         if (r_maxsurfacelist < model->num_surfaces)
11602         {
11603                 r_maxsurfacelist = model->num_surfaces;
11604                 if (r_surfacelist)
11605                         Mem_Free((msurface_t**)r_surfacelist);
11606                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11607         }
11608
11609         RSurf_ActiveWorldEntity();
11610
11611         surfaces = model->data_surfaces;
11612         update = model->brushq1.lightmapupdateflags;
11613
11614         // update light styles on this submodel
11615         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11616         {
11617                 model_brush_lightstyleinfo_t *style;
11618                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11619                 {
11620                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11621                         {
11622                                 int *list = style->surfacelist;
11623                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11624                                 for (j = 0;j < style->numsurfaces;j++)
11625                                         update[list[j]] = true;
11626                         }
11627                 }
11628         }
11629
11630         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11631
11632         if (debug)
11633         {
11634                 R_DrawDebugModel();
11635                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11636                 return;
11637         }
11638
11639         rsurface.lightmaptexture = NULL;
11640         rsurface.deluxemaptexture = NULL;
11641         rsurface.uselightmaptexture = false;
11642         rsurface.texture = NULL;
11643         rsurface.rtlight = NULL;
11644         numsurfacelist = 0;
11645         // add visible surfaces to draw list
11646         for (i = 0;i < model->nummodelsurfaces;i++)
11647         {
11648                 j = model->sortedmodelsurfaces[i];
11649                 if (r_refdef.viewcache.world_surfacevisible[j])
11650                         r_surfacelist[numsurfacelist++] = surfaces + j;
11651         }
11652         // update lightmaps if needed
11653         if (model->brushq1.firstrender)
11654         {
11655                 model->brushq1.firstrender = false;
11656                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11657                         if (update[j])
11658                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11659         }
11660         else if (update)
11661         {
11662                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11663                         if (r_refdef.viewcache.world_surfacevisible[j])
11664                                 if (update[j])
11665                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11666         }
11667         // don't do anything if there were no surfaces
11668         if (!numsurfacelist)
11669         {
11670                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11671                 return;
11672         }
11673         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11674
11675         // add to stats if desired
11676         if (r_speeds.integer && !skysurfaces && !depthonly)
11677         {
11678                 r_refdef.stats.world_surfaces += numsurfacelist;
11679                 for (j = 0;j < numsurfacelist;j++)
11680                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11681         }
11682
11683         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11684 }
11685
11686 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11687 {
11688         int i, j, endj, flagsmask;
11689         dp_model_t *model = ent->model;
11690         msurface_t *surfaces;
11691         unsigned char *update;
11692         int numsurfacelist = 0;
11693         if (model == NULL)
11694                 return;
11695
11696         if (r_maxsurfacelist < model->num_surfaces)
11697         {
11698                 r_maxsurfacelist = model->num_surfaces;
11699                 if (r_surfacelist)
11700                         Mem_Free((msurface_t **)r_surfacelist);
11701                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11702         }
11703
11704         // if the model is static it doesn't matter what value we give for
11705         // wantnormals and wanttangents, so this logic uses only rules applicable
11706         // to a model, knowing that they are meaningless otherwise
11707         if (ent == r_refdef.scene.worldentity)
11708                 RSurf_ActiveWorldEntity();
11709         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11710                 RSurf_ActiveModelEntity(ent, false, false, false);
11711         else if (prepass)
11712                 RSurf_ActiveModelEntity(ent, true, true, true);
11713         else if (depthonly)
11714         {
11715                 switch (vid.renderpath)
11716                 {
11717                 case RENDERPATH_GL20:
11718                 case RENDERPATH_D3D9:
11719                 case RENDERPATH_D3D10:
11720                 case RENDERPATH_D3D11:
11721                 case RENDERPATH_SOFT:
11722                 case RENDERPATH_GLES2:
11723                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11724                         break;
11725                 case RENDERPATH_GL11:
11726                 case RENDERPATH_GL13:
11727                 case RENDERPATH_GLES1:
11728                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11729                         break;
11730                 }
11731         }
11732         else
11733         {
11734                 switch (vid.renderpath)
11735                 {
11736                 case RENDERPATH_GL20:
11737                 case RENDERPATH_D3D9:
11738                 case RENDERPATH_D3D10:
11739                 case RENDERPATH_D3D11:
11740                 case RENDERPATH_SOFT:
11741                 case RENDERPATH_GLES2:
11742                         RSurf_ActiveModelEntity(ent, true, true, false);
11743                         break;
11744                 case RENDERPATH_GL11:
11745                 case RENDERPATH_GL13:
11746                 case RENDERPATH_GLES1:
11747                         RSurf_ActiveModelEntity(ent, true, false, false);
11748                         break;
11749                 }
11750         }
11751
11752         surfaces = model->data_surfaces;
11753         update = model->brushq1.lightmapupdateflags;
11754
11755         // update light styles
11756         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11757         {
11758                 model_brush_lightstyleinfo_t *style;
11759                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11760                 {
11761                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11762                         {
11763                                 int *list = style->surfacelist;
11764                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11765                                 for (j = 0;j < style->numsurfaces;j++)
11766                                         update[list[j]] = true;
11767                         }
11768                 }
11769         }
11770
11771         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11772
11773         if (debug)
11774         {
11775                 R_DrawDebugModel();
11776                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11777                 return;
11778         }
11779
11780         rsurface.lightmaptexture = NULL;
11781         rsurface.deluxemaptexture = NULL;
11782         rsurface.uselightmaptexture = false;
11783         rsurface.texture = NULL;
11784         rsurface.rtlight = NULL;
11785         numsurfacelist = 0;
11786         // add visible surfaces to draw list
11787         for (i = 0;i < model->nummodelsurfaces;i++)
11788                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11789         // don't do anything if there were no surfaces
11790         if (!numsurfacelist)
11791         {
11792                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11793                 return;
11794         }
11795         // update lightmaps if needed
11796         if (update)
11797         {
11798                 int updated = 0;
11799                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11800                 {
11801                         if (update[j])
11802                         {
11803                                 updated++;
11804                                 R_BuildLightMap(ent, surfaces + j);
11805                         }
11806                 }
11807         }
11808         if (update)
11809                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11810                         if (update[j])
11811                                 R_BuildLightMap(ent, surfaces + j);
11812         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11813
11814         // add to stats if desired
11815         if (r_speeds.integer && !skysurfaces && !depthonly)
11816         {
11817                 r_refdef.stats.entities_surfaces += numsurfacelist;
11818                 for (j = 0;j < numsurfacelist;j++)
11819                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11820         }
11821
11822         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11823 }
11824
11825 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11826 {
11827         static texture_t texture;
11828         static msurface_t surface;
11829         const msurface_t *surfacelist = &surface;
11830
11831         // fake enough texture and surface state to render this geometry
11832
11833         texture.update_lastrenderframe = -1; // regenerate this texture
11834         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11835         texture.currentskinframe = skinframe;
11836         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11837         texture.offsetmapping = OFFSETMAPPING_OFF;
11838         texture.offsetscale = 1;
11839         texture.specularscalemod = 1;
11840         texture.specularpowermod = 1;
11841
11842         surface.texture = &texture;
11843         surface.num_triangles = numtriangles;
11844         surface.num_firsttriangle = firsttriangle;
11845         surface.num_vertices = numvertices;
11846         surface.num_firstvertex = firstvertex;
11847
11848         // now render it
11849         rsurface.texture = R_GetCurrentTexture(surface.texture);
11850         rsurface.lightmaptexture = NULL;
11851         rsurface.deluxemaptexture = NULL;
11852         rsurface.uselightmaptexture = false;
11853         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11854 }
11855
11856 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)
11857 {
11858         static msurface_t surface;
11859         const msurface_t *surfacelist = &surface;
11860
11861         // fake enough texture and surface state to render this geometry
11862         surface.texture = texture;
11863         surface.num_triangles = numtriangles;
11864         surface.num_firsttriangle = firsttriangle;
11865         surface.num_vertices = numvertices;
11866         surface.num_firstvertex = firstvertex;
11867
11868         // now render it
11869         rsurface.texture = R_GetCurrentTexture(surface.texture);
11870         rsurface.lightmaptexture = NULL;
11871         rsurface.deluxemaptexture = NULL;
11872         rsurface.uselightmaptexture = false;
11873         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11874 }