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fix R_DrawModelShadows/R_DrawModelShadowMaps prototypes not matching definitions
[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 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
187
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
192
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
195 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
196 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
197 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
198 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
199 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
200
201 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
202 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
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 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
211
212 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"};
213
214 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"};
215
216 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217
218 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219
220 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
221 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"};
222
223 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."};
224
225 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)"};
226
227 extern cvar_t v_glslgamma;
228 extern cvar_t v_glslgamma_2d;
229
230 extern qboolean v_flipped_state;
231
232 r_framebufferstate_t r_fb;
233
234 /// shadow volume bsp struct with automatically growing nodes buffer
235 svbsp_t r_svbsp;
236
237 rtexture_t *r_texture_blanknormalmap;
238 rtexture_t *r_texture_white;
239 rtexture_t *r_texture_grey128;
240 rtexture_t *r_texture_black;
241 rtexture_t *r_texture_notexture;
242 rtexture_t *r_texture_whitecube;
243 rtexture_t *r_texture_normalizationcube;
244 rtexture_t *r_texture_fogattenuation;
245 rtexture_t *r_texture_fogheighttexture;
246 rtexture_t *r_texture_gammaramps;
247 unsigned int r_texture_gammaramps_serial;
248 //rtexture_t *r_texture_fogintensity;
249 rtexture_t *r_texture_reflectcube;
250
251 // TODO: hash lookups?
252 typedef struct cubemapinfo_s
253 {
254         char basename[64];
255         rtexture_t *texture;
256 }
257 cubemapinfo_t;
258
259 int r_texture_numcubemaps;
260 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
261
262 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
263 unsigned int r_numqueries;
264 unsigned int r_maxqueries;
265
266 typedef struct r_qwskincache_s
267 {
268         char name[MAX_QPATH];
269         skinframe_t *skinframe;
270 }
271 r_qwskincache_t;
272
273 static r_qwskincache_t *r_qwskincache;
274 static int r_qwskincache_size;
275
276 /// vertex coordinates for a quad that covers the screen exactly
277 extern const float r_screenvertex3f[12];
278 extern const float r_d3dscreenvertex3f[12];
279 const float r_screenvertex3f[12] =
280 {
281         0, 0, 0,
282         1, 0, 0,
283         1, 1, 0,
284         0, 1, 0
285 };
286 const float r_d3dscreenvertex3f[12] =
287 {
288         0, 1, 0,
289         1, 1, 0,
290         1, 0, 0,
291         0, 0, 0
292 };
293
294 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
295 {
296         int i;
297         for (i = 0;i < verts;i++)
298         {
299                 out[0] = in[0] * r;
300                 out[1] = in[1] * g;
301                 out[2] = in[2] * b;
302                 out[3] = in[3];
303                 in += 4;
304                 out += 4;
305         }
306 }
307
308 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
309 {
310         int i;
311         for (i = 0;i < verts;i++)
312         {
313                 out[0] = r;
314                 out[1] = g;
315                 out[2] = b;
316                 out[3] = a;
317                 out += 4;
318         }
319 }
320
321 // FIXME: move this to client?
322 void FOG_clear(void)
323 {
324         if (gamemode == GAME_NEHAHRA)
325         {
326                 Cvar_Set("gl_fogenable", "0");
327                 Cvar_Set("gl_fogdensity", "0.2");
328                 Cvar_Set("gl_fogred", "0.3");
329                 Cvar_Set("gl_foggreen", "0.3");
330                 Cvar_Set("gl_fogblue", "0.3");
331         }
332         r_refdef.fog_density = 0;
333         r_refdef.fog_red = 0;
334         r_refdef.fog_green = 0;
335         r_refdef.fog_blue = 0;
336         r_refdef.fog_alpha = 1;
337         r_refdef.fog_start = 0;
338         r_refdef.fog_end = 16384;
339         r_refdef.fog_height = 1<<30;
340         r_refdef.fog_fadedepth = 128;
341         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
342 }
343
344 static void R_BuildBlankTextures(void)
345 {
346         unsigned char data[4];
347         data[2] = 128; // normal X
348         data[1] = 128; // normal Y
349         data[0] = 255; // normal Z
350         data[3] = 255; // height
351         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352         data[0] = 255;
353         data[1] = 255;
354         data[2] = 255;
355         data[3] = 255;
356         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357         data[0] = 128;
358         data[1] = 128;
359         data[2] = 128;
360         data[3] = 255;
361         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362         data[0] = 0;
363         data[1] = 0;
364         data[2] = 0;
365         data[3] = 255;
366         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 }
368
369 static void R_BuildNoTexture(void)
370 {
371         int x, y;
372         unsigned char pix[16][16][4];
373         // this makes a light grey/dark grey checkerboard texture
374         for (y = 0;y < 16;y++)
375         {
376                 for (x = 0;x < 16;x++)
377                 {
378                         if ((y < 8) ^ (x < 8))
379                         {
380                                 pix[y][x][0] = 128;
381                                 pix[y][x][1] = 128;
382                                 pix[y][x][2] = 128;
383                                 pix[y][x][3] = 255;
384                         }
385                         else
386                         {
387                                 pix[y][x][0] = 64;
388                                 pix[y][x][1] = 64;
389                                 pix[y][x][2] = 64;
390                                 pix[y][x][3] = 255;
391                         }
392                 }
393         }
394         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
395 }
396
397 static void R_BuildWhiteCube(void)
398 {
399         unsigned char data[6*1*1*4];
400         memset(data, 255, sizeof(data));
401         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
402 }
403
404 static void R_BuildNormalizationCube(void)
405 {
406         int x, y, side;
407         vec3_t v;
408         vec_t s, t, intensity;
409 #define NORMSIZE 64
410         unsigned char *data;
411         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
412         for (side = 0;side < 6;side++)
413         {
414                 for (y = 0;y < NORMSIZE;y++)
415                 {
416                         for (x = 0;x < NORMSIZE;x++)
417                         {
418                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
419                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420                                 switch(side)
421                                 {
422                                 default:
423                                 case 0:
424                                         v[0] = 1;
425                                         v[1] = -t;
426                                         v[2] = -s;
427                                         break;
428                                 case 1:
429                                         v[0] = -1;
430                                         v[1] = -t;
431                                         v[2] = s;
432                                         break;
433                                 case 2:
434                                         v[0] = s;
435                                         v[1] = 1;
436                                         v[2] = t;
437                                         break;
438                                 case 3:
439                                         v[0] = s;
440                                         v[1] = -1;
441                                         v[2] = -t;
442                                         break;
443                                 case 4:
444                                         v[0] = s;
445                                         v[1] = -t;
446                                         v[2] = 1;
447                                         break;
448                                 case 5:
449                                         v[0] = -s;
450                                         v[1] = -t;
451                                         v[2] = -1;
452                                         break;
453                                 }
454                                 intensity = 127.0f / sqrt(DotProduct(v, v));
455                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
456                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
457                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
458                                 data[((side*64+y)*64+x)*4+3] = 255;
459                         }
460                 }
461         }
462         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
463         Mem_Free(data);
464 }
465
466 static void R_BuildFogTexture(void)
467 {
468         int x, b;
469 #define FOGWIDTH 256
470         unsigned char data1[FOGWIDTH][4];
471         //unsigned char data2[FOGWIDTH][4];
472         double d, r, alpha;
473
474         r_refdef.fogmasktable_start = r_refdef.fog_start;
475         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
476         r_refdef.fogmasktable_range = r_refdef.fogrange;
477         r_refdef.fogmasktable_density = r_refdef.fog_density;
478
479         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
480         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
481         {
482                 d = (x * r - r_refdef.fogmasktable_start);
483                 if(developer_extra.integer)
484                         Con_DPrintf("%f ", d);
485                 d = max(0, d);
486                 if (r_fog_exp2.integer)
487                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
488                 else
489                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
490                 if(developer_extra.integer)
491                         Con_DPrintf(" : %f ", alpha);
492                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
493                 if(developer_extra.integer)
494                         Con_DPrintf(" = %f\n", alpha);
495                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
496         }
497
498         for (x = 0;x < FOGWIDTH;x++)
499         {
500                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
501                 data1[x][0] = b;
502                 data1[x][1] = b;
503                 data1[x][2] = b;
504                 data1[x][3] = 255;
505                 //data2[x][0] = 255 - b;
506                 //data2[x][1] = 255 - b;
507                 //data2[x][2] = 255 - b;
508                 //data2[x][3] = 255;
509         }
510         if (r_texture_fogattenuation)
511         {
512                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
513                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514         }
515         else
516         {
517                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
518                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
519         }
520 }
521
522 static void R_BuildFogHeightTexture(void)
523 {
524         unsigned char *inpixels;
525         int size;
526         int x;
527         int y;
528         int j;
529         float c[4];
530         float f;
531         inpixels = NULL;
532         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
533         if (r_refdef.fogheighttexturename[0])
534                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
535         if (!inpixels)
536         {
537                 r_refdef.fog_height_tablesize = 0;
538                 if (r_texture_fogheighttexture)
539                         R_FreeTexture(r_texture_fogheighttexture);
540                 r_texture_fogheighttexture = NULL;
541                 if (r_refdef.fog_height_table2d)
542                         Mem_Free(r_refdef.fog_height_table2d);
543                 r_refdef.fog_height_table2d = NULL;
544                 if (r_refdef.fog_height_table1d)
545                         Mem_Free(r_refdef.fog_height_table1d);
546                 r_refdef.fog_height_table1d = NULL;
547                 return;
548         }
549         size = image_width;
550         r_refdef.fog_height_tablesize = size;
551         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
552         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
553         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
554         Mem_Free(inpixels);
555         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
556         // average fog color table accounting for every fog layer between a point
557         // and the camera.  (Note: attenuation is handled separately!)
558         for (y = 0;y < size;y++)
559         {
560                 for (x = 0;x < size;x++)
561                 {
562                         Vector4Clear(c);
563                         f = 0;
564                         if (x < y)
565                         {
566                                 for (j = x;j <= y;j++)
567                                 {
568                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
569                                         f++;
570                                 }
571                         }
572                         else
573                         {
574                                 for (j = x;j >= y;j--)
575                                 {
576                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
577                                         f++;
578                                 }
579                         }
580                         f = 1.0f / f;
581                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
582                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
583                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
584                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
585                 }
586         }
587         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
588 }
589
590 //=======================================================================================================================================================
591
592 static const char *builtinshaderstring =
593 #include "shader_glsl.h"
594 ;
595
596 const char *builtinhlslshaderstring =
597 #include "shader_hlsl.h"
598 ;
599
600 char *glslshaderstring = NULL;
601 char *hlslshaderstring = NULL;
602
603 //=======================================================================================================================================================
604
605 typedef struct shaderpermutationinfo_s
606 {
607         const char *pretext;
608         const char *name;
609 }
610 shaderpermutationinfo_t;
611
612 typedef struct shadermodeinfo_s
613 {
614         const char *vertexfilename;
615         const char *geometryfilename;
616         const char *fragmentfilename;
617         const char *pretext;
618         const char *name;
619 }
620 shadermodeinfo_t;
621
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
624 {
625         {"#define USEDIFFUSE\n", " diffuse"},
626         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627         {"#define USEVIEWTINT\n", " viewtint"},
628         {"#define USECOLORMAPPING\n", " colormapping"},
629         {"#define USESATURATION\n", " saturation"},
630         {"#define USEFOGINSIDE\n", " foginside"},
631         {"#define USEFOGOUTSIDE\n", " fogoutside"},
632         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634         {"#define USEGAMMARAMPS\n", " gammaramps"},
635         {"#define USECUBEFILTER\n", " cubefilter"},
636         {"#define USEGLOW\n", " glow"},
637         {"#define USEBLOOM\n", " bloom"},
638         {"#define USESPECULAR\n", " specular"},
639         {"#define USEPOSTPROCESSING\n", " postprocessing"},
640         {"#define USEREFLECTION\n", " reflection"},
641         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
645         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
646         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
647         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
648         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
649         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
650         {"#define USEALPHAKILL\n", " alphakill"},
651         {"#define USEREFLECTCUBE\n", " reflectcube"},
652         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
653         {"#define USEBOUNCEGRID\n", " bouncegrid"},
654         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
655         {"#define USETRIPPY\n", " trippy"},
656 };
657
658 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
659 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
660 {
661         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
662         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
663         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
664         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
667         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
679 };
680
681 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
682 {
683         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
684         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
685         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
701 };
702
703 struct r_glsl_permutation_s;
704 typedef struct r_glsl_permutation_s
705 {
706         /// hash lookup data
707         struct r_glsl_permutation_s *hashnext;
708         unsigned int mode;
709         unsigned int permutation;
710
711         /// indicates if we have tried compiling this permutation already
712         qboolean compiled;
713         /// 0 if compilation failed
714         int program;
715         // texture units assigned to each detected uniform
716         int tex_Texture_First;
717         int tex_Texture_Second;
718         int tex_Texture_GammaRamps;
719         int tex_Texture_Normal;
720         int tex_Texture_Color;
721         int tex_Texture_Gloss;
722         int tex_Texture_Glow;
723         int tex_Texture_SecondaryNormal;
724         int tex_Texture_SecondaryColor;
725         int tex_Texture_SecondaryGloss;
726         int tex_Texture_SecondaryGlow;
727         int tex_Texture_Pants;
728         int tex_Texture_Shirt;
729         int tex_Texture_FogHeightTexture;
730         int tex_Texture_FogMask;
731         int tex_Texture_Lightmap;
732         int tex_Texture_Deluxemap;
733         int tex_Texture_Attenuation;
734         int tex_Texture_Cube;
735         int tex_Texture_Refraction;
736         int tex_Texture_Reflection;
737         int tex_Texture_ShadowMap2D;
738         int tex_Texture_CubeProjection;
739         int tex_Texture_ScreenDepth;
740         int tex_Texture_ScreenNormalMap;
741         int tex_Texture_ScreenDiffuse;
742         int tex_Texture_ScreenSpecular;
743         int tex_Texture_ReflectMask;
744         int tex_Texture_ReflectCube;
745         int tex_Texture_BounceGrid;
746         /// locations of detected uniforms in program object, or -1 if not found
747         int loc_Texture_First;
748         int loc_Texture_Second;
749         int loc_Texture_GammaRamps;
750         int loc_Texture_Normal;
751         int loc_Texture_Color;
752         int loc_Texture_Gloss;
753         int loc_Texture_Glow;
754         int loc_Texture_SecondaryNormal;
755         int loc_Texture_SecondaryColor;
756         int loc_Texture_SecondaryGloss;
757         int loc_Texture_SecondaryGlow;
758         int loc_Texture_Pants;
759         int loc_Texture_Shirt;
760         int loc_Texture_FogHeightTexture;
761         int loc_Texture_FogMask;
762         int loc_Texture_Lightmap;
763         int loc_Texture_Deluxemap;
764         int loc_Texture_Attenuation;
765         int loc_Texture_Cube;
766         int loc_Texture_Refraction;
767         int loc_Texture_Reflection;
768         int loc_Texture_ShadowMap2D;
769         int loc_Texture_CubeProjection;
770         int loc_Texture_ScreenDepth;
771         int loc_Texture_ScreenNormalMap;
772         int loc_Texture_ScreenDiffuse;
773         int loc_Texture_ScreenSpecular;
774         int loc_Texture_ReflectMask;
775         int loc_Texture_ReflectCube;
776         int loc_Texture_BounceGrid;
777         int loc_Alpha;
778         int loc_BloomBlur_Parameters;
779         int loc_ClientTime;
780         int loc_Color_Ambient;
781         int loc_Color_Diffuse;
782         int loc_Color_Specular;
783         int loc_Color_Glow;
784         int loc_Color_Pants;
785         int loc_Color_Shirt;
786         int loc_DeferredColor_Ambient;
787         int loc_DeferredColor_Diffuse;
788         int loc_DeferredColor_Specular;
789         int loc_DeferredMod_Diffuse;
790         int loc_DeferredMod_Specular;
791         int loc_DistortScaleRefractReflect;
792         int loc_EyePosition;
793         int loc_FogColor;
794         int loc_FogHeightFade;
795         int loc_FogPlane;
796         int loc_FogPlaneViewDist;
797         int loc_FogRangeRecip;
798         int loc_LightColor;
799         int loc_LightDir;
800         int loc_LightPosition;
801         int loc_OffsetMapping_ScaleSteps;
802         int loc_OffsetMapping_LodDistance;
803         int loc_OffsetMapping_Bias;
804         int loc_PixelSize;
805         int loc_ReflectColor;
806         int loc_ReflectFactor;
807         int loc_ReflectOffset;
808         int loc_RefractColor;
809         int loc_Saturation;
810         int loc_ScreenCenterRefractReflect;
811         int loc_ScreenScaleRefractReflect;
812         int loc_ScreenToDepth;
813         int loc_ShadowMap_Parameters;
814         int loc_ShadowMap_TextureScale;
815         int loc_SpecularPower;
816         int loc_UserVec1;
817         int loc_UserVec2;
818         int loc_UserVec3;
819         int loc_UserVec4;
820         int loc_ViewTintColor;
821         int loc_ViewToLight;
822         int loc_ModelToLight;
823         int loc_TexMatrix;
824         int loc_BackgroundTexMatrix;
825         int loc_ModelViewProjectionMatrix;
826         int loc_ModelViewMatrix;
827         int loc_PixelToScreenTexCoord;
828         int loc_ModelToReflectCube;
829         int loc_ShadowMapMatrix;
830         int loc_BloomColorSubtract;
831         int loc_NormalmapScrollBlend;
832         int loc_BounceGridMatrix;
833         int loc_BounceGridIntensity;
834 }
835 r_glsl_permutation_t;
836
837 #define SHADERPERMUTATION_HASHSIZE 256
838
839
840 // non-degradable "lightweight" shader parameters to keep the permutations simpler
841 // these can NOT degrade! only use for simple stuff
842 enum
843 {
844         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
845         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
846         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
847         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
848         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
849         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
850         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
851         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
852 };
853 #define SHADERSTATICPARMS_COUNT 8
854
855 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
856 static int shaderstaticparms_count = 0;
857
858 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
859 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
860 qboolean R_CompileShader_CheckStaticParms(void)
861 {
862         static int r_compileshader_staticparms_save[1];
863         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
864         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
865
866         // detect all
867         if (r_glsl_saturation_redcompensate.integer)
868                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
869         if (r_glsl_vertextextureblend_usebothalphas.integer)
870                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
871         if (r_shadow_glossexact.integer)
872                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
873         if (r_glsl_postprocess.integer)
874         {
875                 if (r_glsl_postprocess_uservec1_enable.integer)
876                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
877                 if (r_glsl_postprocess_uservec2_enable.integer)
878                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
879                 if (r_glsl_postprocess_uservec3_enable.integer)
880                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
881                 if (r_glsl_postprocess_uservec4_enable.integer)
882                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
883         }
884         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
886         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
887 }
888
889 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
890         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
891                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
892         else \
893                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
894 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
895 {
896         shaderstaticparms_count = 0;
897
898         // emit all
899         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
900         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
901         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
902         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
903         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
904         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
905         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
906         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
907 }
908
909 /// information about each possible shader permutation
910 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
911 /// currently selected permutation
912 r_glsl_permutation_t *r_glsl_permutation;
913 /// storage for permutations linked in the hash table
914 memexpandablearray_t r_glsl_permutationarray;
915
916 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
917 {
918         //unsigned int hashdepth = 0;
919         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
920         r_glsl_permutation_t *p;
921         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
922         {
923                 if (p->mode == mode && p->permutation == permutation)
924                 {
925                         //if (hashdepth > 10)
926                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
927                         return p;
928                 }
929                 //hashdepth++;
930         }
931         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
932         p->mode = mode;
933         p->permutation = permutation;
934         p->hashnext = r_glsl_permutationhash[mode][hashindex];
935         r_glsl_permutationhash[mode][hashindex] = p;
936         //if (hashdepth > 10)
937         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
938         return p;
939 }
940
941 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
942 {
943         char *shaderstring;
944         if (!filename || !filename[0])
945                 return NULL;
946         if (!strcmp(filename, "glsl/default.glsl"))
947         {
948                 if (!glslshaderstring)
949                 {
950                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
951                         if (glslshaderstring)
952                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
953                         else
954                                 glslshaderstring = (char *)builtinshaderstring;
955                 }
956                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
957                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
958                 return shaderstring;
959         }
960         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
961         if (shaderstring)
962         {
963                 if (printfromdisknotice)
964                         Con_DPrintf("from disk %s... ", filename);
965                 return shaderstring;
966         }
967         return shaderstring;
968 }
969
970 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
971 {
972         int i;
973         int sampler;
974         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
975         char *vertexstring, *geometrystring, *fragmentstring;
976         char permutationname[256];
977         int vertstrings_count = 0;
978         int geomstrings_count = 0;
979         int fragstrings_count = 0;
980         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
981         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983
984         if (p->compiled)
985                 return;
986         p->compiled = true;
987         p->program = 0;
988
989         permutationname[0] = 0;
990         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
991         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
992         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
993
994         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
995
996         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
997         if(vid.support.gl20shaders130)
998         {
999                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1000                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1001                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1002                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1003                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1004                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1005         }
1006
1007         // the first pretext is which type of shader to compile as
1008         // (later these will all be bound together as a program object)
1009         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1010         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1011         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1012
1013         // the second pretext is the mode (for example a light source)
1014         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1015         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1016         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1017         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1018
1019         // now add all the permutation pretexts
1020         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1021         {
1022                 if (permutation & (1<<i))
1023                 {
1024                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1025                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1026                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1027                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1028                 }
1029                 else
1030                 {
1031                         // keep line numbers correct
1032                         vertstrings_list[vertstrings_count++] = "\n";
1033                         geomstrings_list[geomstrings_count++] = "\n";
1034                         fragstrings_list[fragstrings_count++] = "\n";
1035                 }
1036         }
1037
1038         // add static parms
1039         R_CompileShader_AddStaticParms(mode, permutation);
1040         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1041         vertstrings_count += shaderstaticparms_count;
1042         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1043         geomstrings_count += shaderstaticparms_count;
1044         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1045         fragstrings_count += shaderstaticparms_count;
1046
1047         // now append the shader text itself
1048         vertstrings_list[vertstrings_count++] = vertexstring;
1049         geomstrings_list[geomstrings_count++] = geometrystring;
1050         fragstrings_list[fragstrings_count++] = fragmentstring;
1051
1052         // if any sources were NULL, clear the respective list
1053         if (!vertexstring)
1054                 vertstrings_count = 0;
1055         if (!geometrystring)
1056                 geomstrings_count = 0;
1057         if (!fragmentstring)
1058                 fragstrings_count = 0;
1059
1060         // compile the shader program
1061         if (vertstrings_count + geomstrings_count + fragstrings_count)
1062                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1063         if (p->program)
1064         {
1065                 CHECKGLERROR
1066                 qglUseProgram(p->program);CHECKGLERROR
1067                 // look up all the uniform variable names we care about, so we don't
1068                 // have to look them up every time we set them
1069
1070                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1071                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1072                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1073                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1074                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1075                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1076                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1077                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1078                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1079                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1080                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1081                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1082                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1083                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1084                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1085                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1086                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1087                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1088                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1089                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1090                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1091                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1092                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1093                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1094                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1095                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1096                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1097                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1098                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1099                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1100                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1101                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1102                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1103                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1104                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1105                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1106                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1107                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1108                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1109                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1110                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1111                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1112                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1113                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1114                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1115                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1116                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1117                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1118                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1119                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1120                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1121                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1122                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1123                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1124                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1125                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1126                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1127                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1128                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1129                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1130                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1131                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1132                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1133                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1134                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1135                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1136                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1137                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1138                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1139                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1140                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1141                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1142                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1143                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1144                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1145                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1146                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1147                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1148                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1149                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1150                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1151                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1152                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1153                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1154                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1155                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1156                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1157                 // initialize the samplers to refer to the texture units we use
1158                 p->tex_Texture_First = -1;
1159                 p->tex_Texture_Second = -1;
1160                 p->tex_Texture_GammaRamps = -1;
1161                 p->tex_Texture_Normal = -1;
1162                 p->tex_Texture_Color = -1;
1163                 p->tex_Texture_Gloss = -1;
1164                 p->tex_Texture_Glow = -1;
1165                 p->tex_Texture_SecondaryNormal = -1;
1166                 p->tex_Texture_SecondaryColor = -1;
1167                 p->tex_Texture_SecondaryGloss = -1;
1168                 p->tex_Texture_SecondaryGlow = -1;
1169                 p->tex_Texture_Pants = -1;
1170                 p->tex_Texture_Shirt = -1;
1171                 p->tex_Texture_FogHeightTexture = -1;
1172                 p->tex_Texture_FogMask = -1;
1173                 p->tex_Texture_Lightmap = -1;
1174                 p->tex_Texture_Deluxemap = -1;
1175                 p->tex_Texture_Attenuation = -1;
1176                 p->tex_Texture_Cube = -1;
1177                 p->tex_Texture_Refraction = -1;
1178                 p->tex_Texture_Reflection = -1;
1179                 p->tex_Texture_ShadowMap2D = -1;
1180                 p->tex_Texture_CubeProjection = -1;
1181                 p->tex_Texture_ScreenDepth = -1;
1182                 p->tex_Texture_ScreenNormalMap = -1;
1183                 p->tex_Texture_ScreenDiffuse = -1;
1184                 p->tex_Texture_ScreenSpecular = -1;
1185                 p->tex_Texture_ReflectMask = -1;
1186                 p->tex_Texture_ReflectCube = -1;
1187                 p->tex_Texture_BounceGrid = -1;
1188                 sampler = 0;
1189                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1190                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1191                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1192                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1193                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1194                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1195                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1196                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1197                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1198                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1199                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1200                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1201                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1202                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1203                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1204                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1205                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1206                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1207                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1208                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1209                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1210                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1211                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1212                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1213                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1214                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1215                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1216                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1217                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1218                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1219                 CHECKGLERROR
1220                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1221         }
1222         else
1223                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1224
1225         // free the strings
1226         if (vertexstring)
1227                 Mem_Free(vertexstring);
1228         if (geometrystring)
1229                 Mem_Free(geometrystring);
1230         if (fragmentstring)
1231                 Mem_Free(fragmentstring);
1232 }
1233
1234 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1235 {
1236         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1237         if (r_glsl_permutation != perm)
1238         {
1239                 r_glsl_permutation = perm;
1240                 if (!r_glsl_permutation->program)
1241                 {
1242                         if (!r_glsl_permutation->compiled)
1243                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1244                         if (!r_glsl_permutation->program)
1245                         {
1246                                 // remove features until we find a valid permutation
1247                                 int i;
1248                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1249                                 {
1250                                         // reduce i more quickly whenever it would not remove any bits
1251                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1252                                         if (!(permutation & j))
1253                                                 continue;
1254                                         permutation -= j;
1255                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1256                                         if (!r_glsl_permutation->compiled)
1257                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1258                                         if (r_glsl_permutation->program)
1259                                                 break;
1260                                 }
1261                                 if (i >= SHADERPERMUTATION_COUNT)
1262                                 {
1263                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1264                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1265                                         qglUseProgram(0);CHECKGLERROR
1266                                         return; // no bit left to clear, entire mode is broken
1267                                 }
1268                         }
1269                 }
1270                 CHECKGLERROR
1271                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1272         }
1273         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1274         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1275         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1276 }
1277
1278 #ifdef SUPPORTD3D
1279
1280 #ifdef SUPPORTD3D
1281 #include <d3d9.h>
1282 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1283 extern D3DCAPS9 vid_d3d9caps;
1284 #endif
1285
1286 struct r_hlsl_permutation_s;
1287 typedef struct r_hlsl_permutation_s
1288 {
1289         /// hash lookup data
1290         struct r_hlsl_permutation_s *hashnext;
1291         unsigned int mode;
1292         unsigned int permutation;
1293
1294         /// indicates if we have tried compiling this permutation already
1295         qboolean compiled;
1296         /// NULL if compilation failed
1297         IDirect3DVertexShader9 *vertexshader;
1298         IDirect3DPixelShader9 *pixelshader;
1299 }
1300 r_hlsl_permutation_t;
1301
1302 typedef enum D3DVSREGISTER_e
1303 {
1304         D3DVSREGISTER_TexMatrix = 0, // float4x4
1305         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1306         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1307         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1308         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1309         D3DVSREGISTER_ModelToLight = 20, // float4x4
1310         D3DVSREGISTER_EyePosition = 24,
1311         D3DVSREGISTER_FogPlane = 25,
1312         D3DVSREGISTER_LightDir = 26,
1313         D3DVSREGISTER_LightPosition = 27,
1314 }
1315 D3DVSREGISTER_t;
1316
1317 typedef enum D3DPSREGISTER_e
1318 {
1319         D3DPSREGISTER_Alpha = 0,
1320         D3DPSREGISTER_BloomBlur_Parameters = 1,
1321         D3DPSREGISTER_ClientTime = 2,
1322         D3DPSREGISTER_Color_Ambient = 3,
1323         D3DPSREGISTER_Color_Diffuse = 4,
1324         D3DPSREGISTER_Color_Specular = 5,
1325         D3DPSREGISTER_Color_Glow = 6,
1326         D3DPSREGISTER_Color_Pants = 7,
1327         D3DPSREGISTER_Color_Shirt = 8,
1328         D3DPSREGISTER_DeferredColor_Ambient = 9,
1329         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1330         D3DPSREGISTER_DeferredColor_Specular = 11,
1331         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1332         D3DPSREGISTER_DeferredMod_Specular = 13,
1333         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1334         D3DPSREGISTER_EyePosition = 15, // unused
1335         D3DPSREGISTER_FogColor = 16,
1336         D3DPSREGISTER_FogHeightFade = 17,
1337         D3DPSREGISTER_FogPlane = 18,
1338         D3DPSREGISTER_FogPlaneViewDist = 19,
1339         D3DPSREGISTER_FogRangeRecip = 20,
1340         D3DPSREGISTER_LightColor = 21,
1341         D3DPSREGISTER_LightDir = 22, // unused
1342         D3DPSREGISTER_LightPosition = 23,
1343         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1344         D3DPSREGISTER_PixelSize = 25,
1345         D3DPSREGISTER_ReflectColor = 26,
1346         D3DPSREGISTER_ReflectFactor = 27,
1347         D3DPSREGISTER_ReflectOffset = 28,
1348         D3DPSREGISTER_RefractColor = 29,
1349         D3DPSREGISTER_Saturation = 30,
1350         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1351         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1352         D3DPSREGISTER_ScreenToDepth = 33,
1353         D3DPSREGISTER_ShadowMap_Parameters = 34,
1354         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1355         D3DPSREGISTER_SpecularPower = 36,
1356         D3DPSREGISTER_UserVec1 = 37,
1357         D3DPSREGISTER_UserVec2 = 38,
1358         D3DPSREGISTER_UserVec3 = 39,
1359         D3DPSREGISTER_UserVec4 = 40,
1360         D3DPSREGISTER_ViewTintColor = 41,
1361         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1362         D3DPSREGISTER_BloomColorSubtract = 43,
1363         D3DPSREGISTER_ViewToLight = 44, // float4x4
1364         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1365         D3DPSREGISTER_NormalmapScrollBlend = 52,
1366         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1367         D3DPSREGISTER_OffsetMapping_Bias = 54,
1368         // next at 54
1369 }
1370 D3DPSREGISTER_t;
1371
1372 /// information about each possible shader permutation
1373 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1374 /// currently selected permutation
1375 r_hlsl_permutation_t *r_hlsl_permutation;
1376 /// storage for permutations linked in the hash table
1377 memexpandablearray_t r_hlsl_permutationarray;
1378
1379 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1380 {
1381         //unsigned int hashdepth = 0;
1382         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1383         r_hlsl_permutation_t *p;
1384         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1385         {
1386                 if (p->mode == mode && p->permutation == permutation)
1387                 {
1388                         //if (hashdepth > 10)
1389                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1390                         return p;
1391                 }
1392                 //hashdepth++;
1393         }
1394         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1395         p->mode = mode;
1396         p->permutation = permutation;
1397         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1398         r_hlsl_permutationhash[mode][hashindex] = p;
1399         //if (hashdepth > 10)
1400         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1401         return p;
1402 }
1403
1404 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1405 {
1406         char *shaderstring;
1407         if (!filename || !filename[0])
1408                 return NULL;
1409         if (!strcmp(filename, "hlsl/default.hlsl"))
1410         {
1411                 if (!hlslshaderstring)
1412                 {
1413                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1414                         if (hlslshaderstring)
1415                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1416                         else
1417                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1418                 }
1419                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1420                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1421                 return shaderstring;
1422         }
1423         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1424         if (shaderstring)
1425         {
1426                 if (printfromdisknotice)
1427                         Con_DPrintf("from disk %s... ", filename);
1428                 return shaderstring;
1429         }
1430         return shaderstring;
1431 }
1432
1433 #include <d3dx9.h>
1434 //#include <d3dx9shader.h>
1435 //#include <d3dx9mesh.h>
1436
1437 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1438 {
1439         DWORD *vsbin = NULL;
1440         DWORD *psbin = NULL;
1441         fs_offset_t vsbinsize;
1442         fs_offset_t psbinsize;
1443 //      IDirect3DVertexShader9 *vs = NULL;
1444 //      IDirect3DPixelShader9 *ps = NULL;
1445         ID3DXBuffer *vslog = NULL;
1446         ID3DXBuffer *vsbuffer = NULL;
1447         ID3DXConstantTable *vsconstanttable = NULL;
1448         ID3DXBuffer *pslog = NULL;
1449         ID3DXBuffer *psbuffer = NULL;
1450         ID3DXConstantTable *psconstanttable = NULL;
1451         int vsresult = 0;
1452         int psresult = 0;
1453         char temp[MAX_INPUTLINE];
1454         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1455         qboolean debugshader = gl_paranoid.integer != 0;
1456         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1457         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458         if (!debugshader)
1459         {
1460                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1461                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1462         }
1463         if ((!vsbin && vertstring) || (!psbin && fragstring))
1464         {
1465                 const char* dllnames_d3dx9 [] =
1466                 {
1467                         "d3dx9_43.dll",
1468                         "d3dx9_42.dll",
1469                         "d3dx9_41.dll",
1470                         "d3dx9_40.dll",
1471                         "d3dx9_39.dll",
1472                         "d3dx9_38.dll",
1473                         "d3dx9_37.dll",
1474                         "d3dx9_36.dll",
1475                         "d3dx9_35.dll",
1476                         "d3dx9_34.dll",
1477                         "d3dx9_33.dll",
1478                         "d3dx9_32.dll",
1479                         "d3dx9_31.dll",
1480                         "d3dx9_30.dll",
1481                         "d3dx9_29.dll",
1482                         "d3dx9_28.dll",
1483                         "d3dx9_27.dll",
1484                         "d3dx9_26.dll",
1485                         "d3dx9_25.dll",
1486                         "d3dx9_24.dll",
1487                         NULL
1488                 };
1489                 dllhandle_t d3dx9_dll = NULL;
1490                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1491                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1492                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1493                 dllfunction_t d3dx9_dllfuncs[] =
1494                 {
1495                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1496                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1497                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1498                         {NULL, NULL}
1499                 };
1500                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1501                 {
1502                         DWORD shaderflags = 0;
1503                         if (debugshader)
1504                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1505                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1506                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1507                         if (vertstring && vertstring[0])
1508                         {
1509                                 if (debugshader)
1510                                 {
1511 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1512 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1513                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1514                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1515                                 }
1516                                 else
1517                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518                                 if (vsbuffer)
1519                                 {
1520                                         vsbinsize = vsbuffer->GetBufferSize();
1521                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1522                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1523                                         vsbuffer->Release();
1524                                 }
1525                                 if (vslog)
1526                                 {
1527                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1528                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1529                                         vslog->Release();
1530                                 }
1531                         }
1532                         if (fragstring && fragstring[0])
1533                         {
1534                                 if (debugshader)
1535                                 {
1536 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1537 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1538                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1539                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1540                                 }
1541                                 else
1542                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543                                 if (psbuffer)
1544                                 {
1545                                         psbinsize = psbuffer->GetBufferSize();
1546                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1547                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1548                                         psbuffer->Release();
1549                                 }
1550                                 if (pslog)
1551                                 {
1552                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1553                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1554                                         pslog->Release();
1555                                 }
1556                         }
1557                         Sys_UnloadLibrary(&d3dx9_dll);
1558                 }
1559                 else
1560                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1561         }
1562         if (vsbin && psbin)
1563         {
1564                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1565                 if (FAILED(vsresult))
1566                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1567                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1568                 if (FAILED(psresult))
1569                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1570         }
1571         // free the shader data
1572         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1573         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1574 }
1575
1576 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1577 {
1578         int i;
1579         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1580         int vertstring_length = 0;
1581         int geomstring_length = 0;
1582         int fragstring_length = 0;
1583         char *t;
1584         char *vertexstring, *geometrystring, *fragmentstring;
1585         char *vertstring, *geomstring, *fragstring;
1586         char permutationname[256];
1587         char cachename[256];
1588         int vertstrings_count = 0;
1589         int geomstrings_count = 0;
1590         int fragstrings_count = 0;
1591         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1592         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594
1595         if (p->compiled)
1596                 return;
1597         p->compiled = true;
1598         p->vertexshader = NULL;
1599         p->pixelshader = NULL;
1600
1601         permutationname[0] = 0;
1602         cachename[0] = 0;
1603         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1604         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1605         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1606
1607         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1608         strlcat(cachename, "hlsl/", sizeof(cachename));
1609
1610         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1611         vertstrings_count = 0;
1612         geomstrings_count = 0;
1613         fragstrings_count = 0;
1614         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1615         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1616         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1617
1618         // the first pretext is which type of shader to compile as
1619         // (later these will all be bound together as a program object)
1620         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1621         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1622         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1623
1624         // the second pretext is the mode (for example a light source)
1625         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1626         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1627         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1628         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1629         strlcat(cachename, modeinfo->name, sizeof(cachename));
1630
1631         // now add all the permutation pretexts
1632         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1633         {
1634                 if (permutation & (1<<i))
1635                 {
1636                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1637                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1638                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1639                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1640                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1641                 }
1642                 else
1643                 {
1644                         // keep line numbers correct
1645                         vertstrings_list[vertstrings_count++] = "\n";
1646                         geomstrings_list[geomstrings_count++] = "\n";
1647                         fragstrings_list[fragstrings_count++] = "\n";
1648                 }
1649         }
1650
1651         // add static parms
1652         R_CompileShader_AddStaticParms(mode, permutation);
1653         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1654         vertstrings_count += shaderstaticparms_count;
1655         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1656         geomstrings_count += shaderstaticparms_count;
1657         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1658         fragstrings_count += shaderstaticparms_count;
1659
1660         // replace spaces in the cachename with _ characters
1661         for (i = 0;cachename[i];i++)
1662                 if (cachename[i] == ' ')
1663                         cachename[i] = '_';
1664
1665         // now append the shader text itself
1666         vertstrings_list[vertstrings_count++] = vertexstring;
1667         geomstrings_list[geomstrings_count++] = geometrystring;
1668         fragstrings_list[fragstrings_count++] = fragmentstring;
1669
1670         // if any sources were NULL, clear the respective list
1671         if (!vertexstring)
1672                 vertstrings_count = 0;
1673         if (!geometrystring)
1674                 geomstrings_count = 0;
1675         if (!fragmentstring)
1676                 fragstrings_count = 0;
1677
1678         vertstring_length = 0;
1679         for (i = 0;i < vertstrings_count;i++)
1680                 vertstring_length += strlen(vertstrings_list[i]);
1681         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1682         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1683                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1684
1685         geomstring_length = 0;
1686         for (i = 0;i < geomstrings_count;i++)
1687                 geomstring_length += strlen(geomstrings_list[i]);
1688         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1689         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1690                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1691
1692         fragstring_length = 0;
1693         for (i = 0;i < fragstrings_count;i++)
1694                 fragstring_length += strlen(fragstrings_list[i]);
1695         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1696         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1697                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1698
1699         // try to load the cached shader, or generate one
1700         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1701
1702         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1703                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1704         else
1705                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1706
1707         // free the strings
1708         if (vertstring)
1709                 Mem_Free(vertstring);
1710         if (geomstring)
1711                 Mem_Free(geomstring);
1712         if (fragstring)
1713                 Mem_Free(fragstring);
1714         if (vertexstring)
1715                 Mem_Free(vertexstring);
1716         if (geometrystring)
1717                 Mem_Free(geometrystring);
1718         if (fragmentstring)
1719                 Mem_Free(fragmentstring);
1720 }
1721
1722 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1723 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1724 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);}
1725 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);}
1726 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);}
1727 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);}
1728
1729 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1730 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1731 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);}
1732 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);}
1733 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);}
1734 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);}
1735
1736 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1737 {
1738         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1739         if (r_hlsl_permutation != perm)
1740         {
1741                 r_hlsl_permutation = perm;
1742                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1743                 {
1744                         if (!r_hlsl_permutation->compiled)
1745                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1746                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1747                         {
1748                                 // remove features until we find a valid permutation
1749                                 int i;
1750                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1751                                 {
1752                                         // reduce i more quickly whenever it would not remove any bits
1753                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1754                                         if (!(permutation & j))
1755                                                 continue;
1756                                         permutation -= j;
1757                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1758                                         if (!r_hlsl_permutation->compiled)
1759                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1760                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1761                                                 break;
1762                                 }
1763                                 if (i >= SHADERPERMUTATION_COUNT)
1764                                 {
1765                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1766                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1767                                         return; // no bit left to clear, entire mode is broken
1768                                 }
1769                         }
1770                 }
1771                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1772                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1773         }
1774         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1775         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1776         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1777 }
1778 #endif
1779
1780 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1781 {
1782         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1783         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1784         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1785         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1786 }
1787
1788 void R_GLSL_Restart_f(void)
1789 {
1790         unsigned int i, limit;
1791         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1792                 Mem_Free(glslshaderstring);
1793         glslshaderstring = NULL;
1794         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1795                 Mem_Free(hlslshaderstring);
1796         hlslshaderstring = NULL;
1797         switch(vid.renderpath)
1798         {
1799         case RENDERPATH_D3D9:
1800 #ifdef SUPPORTD3D
1801                 {
1802                         r_hlsl_permutation_t *p;
1803                         r_hlsl_permutation = NULL;
1804                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1805                         for (i = 0;i < limit;i++)
1806                         {
1807                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1808                                 {
1809                                         if (p->vertexshader)
1810                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1811                                         if (p->pixelshader)
1812                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1813                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1814                                 }
1815                         }
1816                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1817                 }
1818 #endif
1819                 break;
1820         case RENDERPATH_D3D10:
1821                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1822                 break;
1823         case RENDERPATH_D3D11:
1824                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1825                 break;
1826         case RENDERPATH_GL20:
1827         case RENDERPATH_GLES2:
1828                 {
1829                         r_glsl_permutation_t *p;
1830                         r_glsl_permutation = NULL;
1831                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1832                         for (i = 0;i < limit;i++)
1833                         {
1834                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1835                                 {
1836                                         GL_Backend_FreeProgram(p->program);
1837                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1838                                 }
1839                         }
1840                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1841                 }
1842                 break;
1843         case RENDERPATH_GL11:
1844         case RENDERPATH_GL13:
1845         case RENDERPATH_GLES1:
1846                 break;
1847         case RENDERPATH_SOFT:
1848                 break;
1849         }
1850 }
1851
1852 void R_GLSL_DumpShader_f(void)
1853 {
1854         int i;
1855         qfile_t *file;
1856
1857         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1858         if (file)
1859         {
1860                 FS_Print(file, "/* The engine may define the following macros:\n");
1861                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1862                 for (i = 0;i < SHADERMODE_COUNT;i++)
1863                         FS_Print(file, glslshadermodeinfo[i].pretext);
1864                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1865                         FS_Print(file, shaderpermutationinfo[i].pretext);
1866                 FS_Print(file, "*/\n");
1867                 FS_Print(file, builtinshaderstring);
1868                 FS_Close(file);
1869                 Con_Printf("glsl/default.glsl written\n");
1870         }
1871         else
1872                 Con_Printf("failed to write to glsl/default.glsl\n");
1873
1874         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1875         if (file)
1876         {
1877                 FS_Print(file, "/* The engine may define the following macros:\n");
1878                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1879                 for (i = 0;i < SHADERMODE_COUNT;i++)
1880                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1881                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1882                         FS_Print(file, shaderpermutationinfo[i].pretext);
1883                 FS_Print(file, "*/\n");
1884                 FS_Print(file, builtinhlslshaderstring);
1885                 FS_Close(file);
1886                 Con_Printf("hlsl/default.hlsl written\n");
1887         }
1888         else
1889                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1890 }
1891
1892 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1893 {
1894         unsigned int permutation = 0;
1895         if (r_trippy.integer && !notrippy)
1896                 permutation |= SHADERPERMUTATION_TRIPPY;
1897         permutation |= SHADERPERMUTATION_VIEWTINT;
1898         if (first)
1899                 permutation |= SHADERPERMUTATION_DIFFUSE;
1900         if (second)
1901                 permutation |= SHADERPERMUTATION_SPECULAR;
1902         if (texturemode == GL_MODULATE)
1903                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1904         else if (texturemode == GL_ADD)
1905                 permutation |= SHADERPERMUTATION_GLOW;
1906         else if (texturemode == GL_DECAL)
1907                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1908         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1909                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1910         if (suppresstexalpha)
1911                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1912         if (!second)
1913                 texturemode = GL_MODULATE;
1914         if (vid.allowalphatocoverage)
1915                 GL_AlphaToCoverage(false);
1916         switch (vid.renderpath)
1917         {
1918         case RENDERPATH_D3D9:
1919 #ifdef SUPPORTD3D
1920                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1921                 R_Mesh_TexBind(GL20TU_FIRST , first );
1922                 R_Mesh_TexBind(GL20TU_SECOND, second);
1923                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1924                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1925 #endif
1926                 break;
1927         case RENDERPATH_D3D10:
1928                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929                 break;
1930         case RENDERPATH_D3D11:
1931                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932                 break;
1933         case RENDERPATH_GL20:
1934         case RENDERPATH_GLES2:
1935                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1936                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1937                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1938                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1939                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1940                 break;
1941         case RENDERPATH_GL13:
1942         case RENDERPATH_GLES1:
1943                 R_Mesh_TexBind(0, first );
1944                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1945                 R_Mesh_TexBind(1, second);
1946                 if (second)
1947                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1948                 break;
1949         case RENDERPATH_GL11:
1950                 R_Mesh_TexBind(0, first );
1951                 break;
1952         case RENDERPATH_SOFT:
1953                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1954                 R_Mesh_TexBind(GL20TU_FIRST , first );
1955                 R_Mesh_TexBind(GL20TU_SECOND, second);
1956                 break;
1957         }
1958 }
1959
1960 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1961 {
1962         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1963 }
1964
1965 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1966 {
1967         unsigned int permutation = 0;
1968         if (r_trippy.integer && !notrippy)
1969                 permutation |= SHADERPERMUTATION_TRIPPY;
1970         if (vid.allowalphatocoverage)
1971                 GL_AlphaToCoverage(false);
1972         switch (vid.renderpath)
1973         {
1974         case RENDERPATH_D3D9:
1975 #ifdef SUPPORTD3D
1976                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1977 #endif
1978                 break;
1979         case RENDERPATH_D3D10:
1980                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1981                 break;
1982         case RENDERPATH_D3D11:
1983                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1984                 break;
1985         case RENDERPATH_GL20:
1986         case RENDERPATH_GLES2:
1987                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1988                 break;
1989         case RENDERPATH_GL13:
1990         case RENDERPATH_GLES1:
1991                 R_Mesh_TexBind(0, 0);
1992                 R_Mesh_TexBind(1, 0);
1993                 break;
1994         case RENDERPATH_GL11:
1995                 R_Mesh_TexBind(0, 0);
1996                 break;
1997         case RENDERPATH_SOFT:
1998                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1999                 break;
2000         }
2001 }
2002
2003 void R_SetupShader_ShowDepth(qboolean notrippy)
2004 {
2005         int permutation = 0;
2006         if (r_trippy.integer && !notrippy)
2007                 permutation |= SHADERPERMUTATION_TRIPPY;
2008         if (vid.allowalphatocoverage)
2009                 GL_AlphaToCoverage(false);
2010         switch (vid.renderpath)
2011         {
2012         case RENDERPATH_D3D9:
2013 #ifdef SUPPORTHLSL
2014                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2015 #endif
2016                 break;
2017         case RENDERPATH_D3D10:
2018                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2019                 break;
2020         case RENDERPATH_D3D11:
2021                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022                 break;
2023         case RENDERPATH_GL20:
2024         case RENDERPATH_GLES2:
2025                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2026                 break;
2027         case RENDERPATH_GL13:
2028         case RENDERPATH_GLES1:
2029                 break;
2030         case RENDERPATH_GL11:
2031                 break;
2032         case RENDERPATH_SOFT:
2033                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2034                 break;
2035         }
2036 }
2037
2038 extern qboolean r_shadow_usingdeferredprepass;
2039 extern cvar_t r_shadow_deferred_8bitrange;
2040 extern rtexture_t *r_shadow_attenuationgradienttexture;
2041 extern rtexture_t *r_shadow_attenuation2dtexture;
2042 extern rtexture_t *r_shadow_attenuation3dtexture;
2043 extern qboolean r_shadow_usingshadowmap2d;
2044 extern qboolean r_shadow_usingshadowmaportho;
2045 extern float r_shadow_shadowmap_texturescale[2];
2046 extern float r_shadow_shadowmap_parameters[4];
2047 extern qboolean r_shadow_shadowmapvsdct;
2048 extern qboolean r_shadow_shadowmapsampler;
2049 extern int r_shadow_shadowmappcf;
2050 extern rtexture_t *r_shadow_shadowmap2dtexture;
2051 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2052 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2053 extern matrix4x4_t r_shadow_shadowmapmatrix;
2054 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2055 extern int r_shadow_prepass_width;
2056 extern int r_shadow_prepass_height;
2057 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2058 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2059 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2060 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2061 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2062
2063 #define BLENDFUNC_ALLOWS_COLORMOD      1
2064 #define BLENDFUNC_ALLOWS_FOG           2
2065 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2066 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2067 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2068 static int R_BlendFuncFlags(int src, int dst)
2069 {
2070         int r = 0;
2071
2072         // a blendfunc allows colormod if:
2073         // a) it can never keep the destination pixel invariant, or
2074         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2075         // this is to prevent unintended side effects from colormod
2076
2077         // a blendfunc allows fog if:
2078         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2079         // this is to prevent unintended side effects from fog
2080
2081         // these checks are the output of fogeval.pl
2082
2083         r |= BLENDFUNC_ALLOWS_COLORMOD;
2084         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2085         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2086         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2087         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2088         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2093         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2094         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2095         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2096         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2097         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2098         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2099         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2100         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2102         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2103         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2104         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105
2106         return r;
2107 }
2108
2109 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)
2110 {
2111         // select a permutation of the lighting shader appropriate to this
2112         // combination of texture, entity, light source, and fogging, only use the
2113         // minimum features necessary to avoid wasting rendering time in the
2114         // fragment shader on features that are not being used
2115         unsigned int permutation = 0;
2116         unsigned int mode = 0;
2117         int blendfuncflags;
2118         static float dummy_colormod[3] = {1, 1, 1};
2119         float *colormod = rsurface.colormod;
2120         float m16f[16];
2121         matrix4x4_t tempmatrix;
2122         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2123         if (r_trippy.integer && !notrippy)
2124                 permutation |= SHADERPERMUTATION_TRIPPY;
2125         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2126                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2127         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2128                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2129         if (rsurfacepass == RSURFPASS_BACKGROUND)
2130         {
2131                 // distorted background
2132                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2133                 {
2134                         mode = SHADERMODE_WATER;
2135                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2136                         {
2137                                 // this is the right thing to do for wateralpha
2138                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2139                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2140                         }
2141                         else
2142                         {
2143                                 // this is the right thing to do for entity alpha
2144                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2145                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146                         }
2147                 }
2148                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2149                 {
2150                         mode = SHADERMODE_REFRACTION;
2151                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2152                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153                 }
2154                 else
2155                 {
2156                         mode = SHADERMODE_GENERIC;
2157                         permutation |= SHADERPERMUTATION_DIFFUSE;
2158                         GL_BlendFunc(GL_ONE, GL_ZERO);
2159                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2160                 }
2161                 if (vid.allowalphatocoverage)
2162                         GL_AlphaToCoverage(false);
2163         }
2164         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2165         {
2166                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2167                 {
2168                         switch(rsurface.texture->offsetmapping)
2169                         {
2170                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2171                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2172                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173                         case OFFSETMAPPING_OFF: break;
2174                         }
2175                 }
2176                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2177                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2178                 // normalmap (deferred prepass), may use alpha test on diffuse
2179                 mode = SHADERMODE_DEFERREDGEOMETRY;
2180                 GL_BlendFunc(GL_ONE, GL_ZERO);
2181                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182                 if (vid.allowalphatocoverage)
2183                         GL_AlphaToCoverage(false);
2184         }
2185         else if (rsurfacepass == RSURFPASS_RTLIGHT)
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                 // light source
2200                 mode = SHADERMODE_LIGHTSOURCE;
2201                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2202                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2203                 if (diffusescale > 0)
2204                         permutation |= SHADERPERMUTATION_DIFFUSE;
2205                 if (specularscale > 0)
2206                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2207                 if (r_refdef.fogenabled)
2208                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2209                 if (rsurface.texture->colormapping)
2210                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2211                 if (r_shadow_usingshadowmap2d)
2212                 {
2213                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2214                         if(r_shadow_shadowmapvsdct)
2215                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2216
2217                         if (r_shadow_shadowmapsampler)
2218                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2219                         if (r_shadow_shadowmappcf > 1)
2220                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2221                         else if (r_shadow_shadowmappcf)
2222                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2223                 }
2224                 if (rsurface.texture->reflectmasktexture)
2225                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2226                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2227                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2228                 if (vid.allowalphatocoverage)
2229                         GL_AlphaToCoverage(false);
2230         }
2231         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2232         {
2233                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2234                 {
2235                         switch(rsurface.texture->offsetmapping)
2236                         {
2237                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2238                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2239                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240                         case OFFSETMAPPING_OFF: break;
2241                         }
2242                 }
2243                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2244                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2245                 // unshaded geometry (fullbright or ambient model lighting)
2246                 mode = SHADERMODE_FLATCOLOR;
2247                 ambientscale = diffusescale = specularscale = 0;
2248                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2249                         permutation |= SHADERPERMUTATION_GLOW;
2250                 if (r_refdef.fogenabled)
2251                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2252                 if (rsurface.texture->colormapping)
2253                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2254                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2255                 {
2256                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2257                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2258
2259                         if (r_shadow_shadowmapsampler)
2260                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2261                         if (r_shadow_shadowmappcf > 1)
2262                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2263                         else if (r_shadow_shadowmappcf)
2264                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2265                 }
2266                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2267                         permutation |= SHADERPERMUTATION_REFLECTION;
2268                 if (rsurface.texture->reflectmasktexture)
2269                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2270                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2271                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272                 // when using alphatocoverage, we don't need alphakill
2273                 if (vid.allowalphatocoverage)
2274                 {
2275                         if (r_transparent_alphatocoverage.integer)
2276                         {
2277                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2278                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2279                         }
2280                         else
2281                                 GL_AlphaToCoverage(false);
2282                 }
2283         }
2284         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2285         {
2286                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2287                 {
2288                         switch(rsurface.texture->offsetmapping)
2289                         {
2290                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2291                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2292                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293                         case OFFSETMAPPING_OFF: break;
2294                         }
2295                 }
2296                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2297                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2298                 // directional model lighting
2299                 mode = SHADERMODE_LIGHTDIRECTION;
2300                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2301                         permutation |= SHADERPERMUTATION_GLOW;
2302                 permutation |= SHADERPERMUTATION_DIFFUSE;
2303                 if (specularscale > 0)
2304                         permutation |= SHADERPERMUTATION_SPECULAR;
2305                 if (r_refdef.fogenabled)
2306                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2307                 if (rsurface.texture->colormapping)
2308                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2309                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2310                 {
2311                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2312                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2313
2314                         if (r_shadow_shadowmapsampler)
2315                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2316                         if (r_shadow_shadowmappcf > 1)
2317                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2318                         else if (r_shadow_shadowmappcf)
2319                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2320                 }
2321                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2322                         permutation |= SHADERPERMUTATION_REFLECTION;
2323                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2324                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2325                 if (rsurface.texture->reflectmasktexture)
2326                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2327                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2328                 {
2329                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2330                         if (r_shadow_bouncegriddirectional)
2331                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2332                 }
2333                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2334                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335                 // when using alphatocoverage, we don't need alphakill
2336                 if (vid.allowalphatocoverage)
2337                 {
2338                         if (r_transparent_alphatocoverage.integer)
2339                         {
2340                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2341                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2342                         }
2343                         else
2344                                 GL_AlphaToCoverage(false);
2345                 }
2346         }
2347         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2348         {
2349                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2350                 {
2351                         switch(rsurface.texture->offsetmapping)
2352                         {
2353                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2354                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2355                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356                         case OFFSETMAPPING_OFF: break;
2357                         }
2358                 }
2359                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2360                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2361                 // ambient model lighting
2362                 mode = SHADERMODE_LIGHTDIRECTION;
2363                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2364                         permutation |= SHADERPERMUTATION_GLOW;
2365                 if (r_refdef.fogenabled)
2366                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2367                 if (rsurface.texture->colormapping)
2368                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2369                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2370                 {
2371                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2372                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2373
2374                         if (r_shadow_shadowmapsampler)
2375                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2376                         if (r_shadow_shadowmappcf > 1)
2377                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2378                         else if (r_shadow_shadowmappcf)
2379                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2380                 }
2381                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2382                         permutation |= SHADERPERMUTATION_REFLECTION;
2383                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2384                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2385                 if (rsurface.texture->reflectmasktexture)
2386                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2387                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2388                 {
2389                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2390                         if (r_shadow_bouncegriddirectional)
2391                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2392                 }
2393                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2394                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395                 // when using alphatocoverage, we don't need alphakill
2396                 if (vid.allowalphatocoverage)
2397                 {
2398                         if (r_transparent_alphatocoverage.integer)
2399                         {
2400                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2401                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2402                         }
2403                         else
2404                                 GL_AlphaToCoverage(false);
2405                 }
2406         }
2407         else
2408         {
2409                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2410                 {
2411                         switch(rsurface.texture->offsetmapping)
2412                         {
2413                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2414                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2415                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416                         case OFFSETMAPPING_OFF: break;
2417                         }
2418                 }
2419                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2420                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2421                 // lightmapped wall
2422                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2423                         permutation |= SHADERPERMUTATION_GLOW;
2424                 if (r_refdef.fogenabled)
2425                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2426                 if (rsurface.texture->colormapping)
2427                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2428                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2429                 {
2430                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2431                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2432
2433                         if (r_shadow_shadowmapsampler)
2434                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2435                         if (r_shadow_shadowmappcf > 1)
2436                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2437                         else if (r_shadow_shadowmappcf)
2438                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2439                 }
2440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2441                         permutation |= SHADERPERMUTATION_REFLECTION;
2442                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2443                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2444                 if (rsurface.texture->reflectmasktexture)
2445                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2446                 if (FAKELIGHT_ENABLED)
2447                 {
2448                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2449                         mode = SHADERMODE_FAKELIGHT;
2450                         permutation |= SHADERPERMUTATION_DIFFUSE;
2451                         if (specularscale > 0)
2452                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2453                 }
2454                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2455                 {
2456                         // deluxemapping (light direction texture)
2457                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2458                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2459                         else
2460                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2461                         permutation |= SHADERPERMUTATION_DIFFUSE;
2462                         if (specularscale > 0)
2463                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2464                 }
2465                 else if (r_glsl_deluxemapping.integer >= 2)
2466                 {
2467                         // fake deluxemapping (uniform light direction in tangentspace)
2468                         if (rsurface.uselightmaptexture)
2469                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2470                         else
2471                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2472                         permutation |= SHADERPERMUTATION_DIFFUSE;
2473                         if (specularscale > 0)
2474                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475                 }
2476                 else if (rsurface.uselightmaptexture)
2477                 {
2478                         // ordinary lightmapping (q1bsp, q3bsp)
2479                         mode = SHADERMODE_LIGHTMAP;
2480                 }
2481                 else
2482                 {
2483                         // ordinary vertex coloring (q3bsp)
2484                         mode = SHADERMODE_VERTEXCOLOR;
2485                 }
2486                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2487                 {
2488                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2489                         if (r_shadow_bouncegriddirectional)
2490                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2491                 }
2492                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2493                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494                 // when using alphatocoverage, we don't need alphakill
2495                 if (vid.allowalphatocoverage)
2496                 {
2497                         if (r_transparent_alphatocoverage.integer)
2498                         {
2499                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2500                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2501                         }
2502                         else
2503                                 GL_AlphaToCoverage(false);
2504                 }
2505         }
2506         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2507                 colormod = dummy_colormod;
2508         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2509                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2510         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2511                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2512         switch(vid.renderpath)
2513         {
2514         case RENDERPATH_D3D9:
2515 #ifdef SUPPORTD3D
2516                 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);
2517                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2518                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2519                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2520                 if (mode == SHADERMODE_LIGHTSOURCE)
2521                 {
2522                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2523                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2524                 }
2525                 else
2526                 {
2527                         if (mode == SHADERMODE_LIGHTDIRECTION)
2528                         {
2529                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2530                         }
2531                 }
2532                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2533                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2534                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2535                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2536                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2537
2538                 if (mode == SHADERMODE_LIGHTSOURCE)
2539                 {
2540                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2541                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2542                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2543                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2544                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2545
2546                         // additive passes are only darkened by fog, not tinted
2547                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2548                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2549                 }
2550                 else
2551                 {
2552                         if (mode == SHADERMODE_FLATCOLOR)
2553                         {
2554                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2555                         }
2556                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2557                         {
2558                                 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]);
2559                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2560                                 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);
2561                                 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);
2562                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2563                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2564                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2565                         }
2566                         else
2567                         {
2568                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2569                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2570                                 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);
2571                                 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);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2573                         }
2574                         // additive passes are only darkened by fog, not tinted
2575                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2576                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2577                         else
2578                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2579                         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);
2580                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2581                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2582                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2583                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2585                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2586                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2587                         if (mode == SHADERMODE_WATER)
2588                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2589                 }
2590                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2591                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2592                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2593                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2594                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2595                 if (rsurface.texture->pantstexture)
2596                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2597                 else
2598                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2599                 if (rsurface.texture->shirttexture)
2600                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2601                 else
2602                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2603                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2604                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2605                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2606                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2607                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2608                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2609                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2610                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2612                         );
2613                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2615                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2616                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2617
2618                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2619                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2620                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2621                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2622                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2623                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2624                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2625                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2626                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2627                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2628                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2629                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2630                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2631                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2632                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2633                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2634                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2635                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2636                 {
2637                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2638                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2639                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2640                 }
2641                 else
2642                 {
2643                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2644                 }
2645 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2646 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2647                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2648                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2649                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2650                 {
2651                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2652                         if (rsurface.rtlight)
2653                         {
2654                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2655                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2656                         }
2657                 }
2658 #endif
2659                 break;
2660         case RENDERPATH_D3D10:
2661                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2662                 break;
2663         case RENDERPATH_D3D11:
2664                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2665                 break;
2666         case RENDERPATH_GL20:
2667         case RENDERPATH_GLES2:
2668                 if (!vid.useinterleavedarrays)
2669                 {
2670                         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);
2671                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2672                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2673                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2674                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2675                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2676                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2677                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2678                 }
2679                 else
2680                 {
2681                         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);
2682                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2683                 }
2684                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2685                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2686                 if (mode == SHADERMODE_LIGHTSOURCE)
2687                 {
2688                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2689                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2690                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2691                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2692                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2693                         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);
2694         
2695                         // additive passes are only darkened by fog, not tinted
2696                         if (r_glsl_permutation->loc_FogColor >= 0)
2697                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2698                         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);
2699                 }
2700                 else
2701                 {
2702                         if (mode == SHADERMODE_FLATCOLOR)
2703                         {
2704                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2705                         }
2706                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2707                         {
2708                                 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]);
2709                                 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]);
2710                                 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);
2711                                 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);
2712                                 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);
2713                                 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]);
2714                                 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]);
2715                         }
2716                         else
2717                         {
2718                                 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]);
2719                                 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]);
2720                                 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);
2721                                 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);
2722                                 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);
2723                         }
2724                         // additive passes are only darkened by fog, not tinted
2725                         if (r_glsl_permutation->loc_FogColor >= 0)
2726                         {
2727                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2728                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2729                                 else
2730                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2731                         }
2732                         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);
2733                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2734                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2735                         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]);
2736                         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]);
2737                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2738                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2739                         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);
2740                         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]);
2741                 }
2742                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2743                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2744                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2745                 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]);
2746                 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]);
2747
2748                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2749                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2750                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2751                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2752                 {
2753                         if (rsurface.texture->pantstexture)
2754                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2755                         else
2756                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2757                 }
2758                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2759                 {
2760                         if (rsurface.texture->shirttexture)
2761                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2762                         else
2763                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2764                 }
2765                 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]);
2766                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2767                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2768                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2769                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2770                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2771                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2772                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2774                         );
2775                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2776                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2777                 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]);
2778                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2779                 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);}
2780                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2781
2782                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2783                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2784                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2785                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2786                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2787                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2788                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2789                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2790                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2791                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2792                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2793                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2794                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2795                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2796                 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);
2797                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2798                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2799                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2800                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2801                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2802                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2803                 {
2804                         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);
2805                         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);
2806                         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);
2807                 }
2808                 else
2809                 {
2810                         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);
2811                 }
2812                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2813                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2814                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2815                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2816                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2817                 {
2818                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2819                         if (rsurface.rtlight)
2820                         {
2821                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2822                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2823                         }
2824                 }
2825                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2826                 CHECKGLERROR
2827                 break;
2828         case RENDERPATH_GL11:
2829         case RENDERPATH_GL13:
2830         case RENDERPATH_GLES1:
2831                 break;
2832         case RENDERPATH_SOFT:
2833                 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);
2834                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2835                 R_SetupShader_SetPermutationSoft(mode, permutation);
2836                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2837                 if (mode == SHADERMODE_LIGHTSOURCE)
2838                 {
2839                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2840                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2841                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2842                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2843                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2844                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2845         
2846                         // additive passes are only darkened by fog, not tinted
2847                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2848                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2849                 }
2850                 else
2851                 {
2852                         if (mode == SHADERMODE_FLATCOLOR)
2853                         {
2854                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2855                         }
2856                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2857                         {
2858                                 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]);
2859                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2860                                 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);
2861                                 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);
2862                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2863                                 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]);
2864                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2865                         }
2866                         else
2867                         {
2868                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2869                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2870                                 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);
2871                                 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);
2872                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2873                         }
2874                         // additive passes are only darkened by fog, not tinted
2875                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2876                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2877                         else
2878                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2879                         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);
2880                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2881                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2882                         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]);
2883                         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]);
2884                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2885                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2886                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2887                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2888                 }
2889                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2890                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2891                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2892                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2893                 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]);
2894
2895                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2896                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2897                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2898                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2899                 {
2900                         if (rsurface.texture->pantstexture)
2901                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2902                         else
2903                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2904                 }
2905                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2906                 {
2907                         if (rsurface.texture->shirttexture)
2908                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2909                         else
2910                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2911                 }
2912                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2913                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2914                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2915                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2916                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2917                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2918                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2919                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2921                         );
2922                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2923                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2924                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2925                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2926
2927                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2928                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2929                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2930                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2931                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2932                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2933                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2934                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2935                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2936                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2937                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2938                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2939                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2940                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2941                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2942                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2943                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2944                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2945                 {
2946                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2947                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2948                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2949                 }
2950                 else
2951                 {
2952                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953                 }
2954 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2955 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2956                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2957                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2958                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2959                 {
2960                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2961                         if (rsurface.rtlight)
2962                         {
2963                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2964                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2965                         }
2966                 }
2967                 break;
2968         }
2969 }
2970
2971 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2972 {
2973         // select a permutation of the lighting shader appropriate to this
2974         // combination of texture, entity, light source, and fogging, only use the
2975         // minimum features necessary to avoid wasting rendering time in the
2976         // fragment shader on features that are not being used
2977         unsigned int permutation = 0;
2978         unsigned int mode = 0;
2979         const float *lightcolorbase = rtlight->currentcolor;
2980         float ambientscale = rtlight->ambientscale;
2981         float diffusescale = rtlight->diffusescale;
2982         float specularscale = rtlight->specularscale;
2983         // this is the location of the light in view space
2984         vec3_t viewlightorigin;
2985         // this transforms from view space (camera) to light space (cubemap)
2986         matrix4x4_t viewtolight;
2987         matrix4x4_t lighttoview;
2988         float viewtolight16f[16];
2989         float range = 1.0f / r_shadow_deferred_8bitrange.value;
2990         // light source
2991         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2992         if (rtlight->currentcubemap != r_texture_whitecube)
2993                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2994         if (diffusescale > 0)
2995                 permutation |= SHADERPERMUTATION_DIFFUSE;
2996         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2997                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2998         if (r_shadow_usingshadowmap2d)
2999         {
3000                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3001                 if (r_shadow_shadowmapvsdct)
3002                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3003
3004                 if (r_shadow_shadowmapsampler)
3005                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3006                 if (r_shadow_shadowmappcf > 1)
3007                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3008                 else if (r_shadow_shadowmappcf)
3009                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3010         }
3011         if (vid.allowalphatocoverage)
3012                 GL_AlphaToCoverage(false);
3013         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017         switch(vid.renderpath)
3018         {
3019         case RENDERPATH_D3D9:
3020 #ifdef SUPPORTD3D
3021                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3025                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3026                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3027                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029                 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);
3030                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3032
3033                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3034                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3035                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3036                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3037                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3038                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3039 #endif
3040                 break;
3041         case RENDERPATH_D3D10:
3042                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3043                 break;
3044         case RENDERPATH_D3D11:
3045                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046                 break;
3047         case RENDERPATH_GL20:
3048         case RENDERPATH_GLES2:
3049                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3050                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3051                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3052                 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);
3053                 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);
3054                 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);
3055                 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]);
3056                 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]);
3057                 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);
3058                 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]);
3059                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3060
3061                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3062                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3063                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3064                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3065                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3066                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3067                 break;
3068         case RENDERPATH_GL11:
3069         case RENDERPATH_GL13:
3070         case RENDERPATH_GLES1:
3071                 break;
3072         case RENDERPATH_SOFT:
3073                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3074                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3075                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3076                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3077                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3078                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3079                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3080                 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]);
3081                 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);
3082                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3083                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3084
3085                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3086                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3087                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3088                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3089                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3090                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3091                 break;
3092         }
3093 }
3094
3095 #define SKINFRAME_HASH 1024
3096
3097 typedef struct
3098 {
3099         int loadsequence; // incremented each level change
3100         memexpandablearray_t array;
3101         skinframe_t *hash[SKINFRAME_HASH];
3102 }
3103 r_skinframe_t;
3104 r_skinframe_t r_skinframe;
3105
3106 void R_SkinFrame_PrepareForPurge(void)
3107 {
3108         r_skinframe.loadsequence++;
3109         // wrap it without hitting zero
3110         if (r_skinframe.loadsequence >= 200)
3111                 r_skinframe.loadsequence = 1;
3112 }
3113
3114 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3115 {
3116         if (!skinframe)
3117                 return;
3118         // mark the skinframe as used for the purging code
3119         skinframe->loadsequence = r_skinframe.loadsequence;
3120 }
3121
3122 void R_SkinFrame_Purge(void)
3123 {
3124         int i;
3125         skinframe_t *s;
3126         for (i = 0;i < SKINFRAME_HASH;i++)
3127         {
3128                 for (s = r_skinframe.hash[i];s;s = s->next)
3129                 {
3130                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3131                         {
3132                                 if (s->merged == s->base)
3133                                         s->merged = NULL;
3134                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3135                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3136                                 R_PurgeTexture(s->merged);s->merged = NULL;
3137                                 R_PurgeTexture(s->base  );s->base   = NULL;
3138                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3139                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3140                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3141                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3142                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3143                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3144                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3145                                 s->loadsequence = 0;
3146                         }
3147                 }
3148         }
3149 }
3150
3151 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3152         skinframe_t *item;
3153         char basename[MAX_QPATH];
3154
3155         Image_StripImageExtension(name, basename, sizeof(basename));
3156
3157         if( last == NULL ) {
3158                 int hashindex;
3159                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3160                 item = r_skinframe.hash[hashindex];
3161         } else {
3162                 item = last->next;
3163         }
3164
3165         // linearly search through the hash bucket
3166         for( ; item ; item = item->next ) {
3167                 if( !strcmp( item->basename, basename ) ) {
3168                         return item;
3169                 }
3170         }
3171         return NULL;
3172 }
3173
3174 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3175 {
3176         skinframe_t *item;
3177         int hashindex;
3178         char basename[MAX_QPATH];
3179
3180         Image_StripImageExtension(name, basename, sizeof(basename));
3181
3182         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3183         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3184                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3185                         break;
3186
3187         if (!item) {
3188                 rtexture_t *dyntexture;
3189                 // check whether its a dynamic texture
3190                 dyntexture = CL_GetDynTexture( basename );
3191                 if (!add && !dyntexture)
3192                         return NULL;
3193                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3194                 memset(item, 0, sizeof(*item));
3195                 strlcpy(item->basename, basename, sizeof(item->basename));
3196                 item->base = dyntexture; // either NULL or dyntexture handle
3197                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3198                 item->comparewidth = comparewidth;
3199                 item->compareheight = compareheight;
3200                 item->comparecrc = comparecrc;
3201                 item->next = r_skinframe.hash[hashindex];
3202                 r_skinframe.hash[hashindex] = item;
3203         }
3204         else if (textureflags & TEXF_FORCE_RELOAD)
3205         {
3206                 rtexture_t *dyntexture;
3207                 // check whether its a dynamic texture
3208                 dyntexture = CL_GetDynTexture( basename );
3209                 if (!add && !dyntexture)
3210                         return NULL;
3211                 if (item->merged == item->base)
3212                         item->merged = NULL;
3213                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3214                 R_PurgeTexture(item->stain );item->stain  = NULL;
3215                 R_PurgeTexture(item->merged);item->merged = NULL;
3216                 R_PurgeTexture(item->base  );item->base   = NULL;
3217                 R_PurgeTexture(item->pants );item->pants  = NULL;
3218                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3219                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3220                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3221                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3222                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3223         R_PurgeTexture(item->reflect);item->reflect = NULL;
3224                 item->loadsequence = 0;
3225         }
3226         else if( item->base == NULL )
3227         {
3228                 rtexture_t *dyntexture;
3229                 // check whether its a dynamic texture
3230                 // 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]
3231                 dyntexture = CL_GetDynTexture( basename );
3232                 item->base = dyntexture; // either NULL or dyntexture handle
3233         }
3234
3235         R_SkinFrame_MarkUsed(item);
3236         return item;
3237 }
3238
3239 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3240         { \
3241                 unsigned long long avgcolor[5], wsum; \
3242                 int pix, comp, w; \
3243                 avgcolor[0] = 0; \
3244                 avgcolor[1] = 0; \
3245                 avgcolor[2] = 0; \
3246                 avgcolor[3] = 0; \
3247                 avgcolor[4] = 0; \
3248                 wsum = 0; \
3249                 for(pix = 0; pix < cnt; ++pix) \
3250                 { \
3251                         w = 0; \
3252                         for(comp = 0; comp < 3; ++comp) \
3253                                 w += getpixel; \
3254                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3255                         { \
3256                                 ++wsum; \
3257                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3258                                 w = getpixel; \
3259                                 for(comp = 0; comp < 3; ++comp) \
3260                                         avgcolor[comp] += getpixel * w; \
3261                                 avgcolor[3] += w; \
3262                         } \
3263                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3264                         avgcolor[4] += getpixel; \
3265                 } \
3266                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3267                         avgcolor[3] = 1; \
3268                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3269                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3270                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3271                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3272         }
3273
3274 extern cvar_t gl_picmip;
3275 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3276 {
3277         int j;
3278         unsigned char *pixels;
3279         unsigned char *bumppixels;
3280         unsigned char *basepixels = NULL;
3281         int basepixels_width = 0;
3282         int basepixels_height = 0;
3283         skinframe_t *skinframe;
3284         rtexture_t *ddsbase = NULL;
3285         qboolean ddshasalpha = false;
3286         float ddsavgcolor[4];
3287         char basename[MAX_QPATH];
3288         int miplevel = R_PicmipForFlags(textureflags);
3289         int savemiplevel = miplevel;
3290         int mymiplevel;
3291
3292         if (cls.state == ca_dedicated)
3293                 return NULL;
3294
3295         // return an existing skinframe if already loaded
3296         // if loading of the first image fails, don't make a new skinframe as it
3297         // would cause all future lookups of this to be missing
3298         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3299         if (skinframe && skinframe->base)
3300                 return skinframe;
3301
3302         Image_StripImageExtension(name, basename, sizeof(basename));
3303
3304         // check for DDS texture file first
3305         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3306         {
3307                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3308                 if (basepixels == NULL)
3309                         return NULL;
3310         }
3311
3312         // FIXME handle miplevel
3313
3314         if (developer_loading.integer)
3315                 Con_Printf("loading skin \"%s\"\n", name);
3316
3317         // we've got some pixels to store, so really allocate this new texture now
3318         if (!skinframe)
3319                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3320         textureflags &= ~TEXF_FORCE_RELOAD;
3321         skinframe->stain = NULL;
3322         skinframe->merged = NULL;
3323         skinframe->base = NULL;
3324         skinframe->pants = NULL;
3325         skinframe->shirt = NULL;
3326         skinframe->nmap = NULL;
3327         skinframe->gloss = NULL;
3328         skinframe->glow = NULL;
3329         skinframe->fog = NULL;
3330         skinframe->reflect = NULL;
3331         skinframe->hasalpha = false;
3332
3333         if (ddsbase)
3334         {
3335                 skinframe->base = ddsbase;
3336                 skinframe->hasalpha = ddshasalpha;
3337                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3338                 if (r_loadfog && skinframe->hasalpha)
3339                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3340                 //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]);
3341         }
3342         else
3343         {
3344                 basepixels_width = image_width;
3345                 basepixels_height = image_height;
3346                 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);
3347                 if (textureflags & TEXF_ALPHA)
3348                 {
3349                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3350                         {
3351                                 if (basepixels[j] < 255)
3352                                 {
3353                                         skinframe->hasalpha = true;
3354                                         break;
3355                                 }
3356                         }
3357                         if (r_loadfog && skinframe->hasalpha)
3358                         {
3359                                 // has transparent pixels
3360                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3361                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3362                                 {
3363                                         pixels[j+0] = 255;
3364                                         pixels[j+1] = 255;
3365                                         pixels[j+2] = 255;
3366                                         pixels[j+3] = basepixels[j+3];
3367                                 }
3368                                 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);
3369                                 Mem_Free(pixels);
3370                         }
3371                 }
3372                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3373 #ifndef USE_GLES2
3374                 //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]);
3375                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3376                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3377                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3378                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3379 #endif
3380         }
3381
3382         if (r_loaddds)
3383         {
3384                 mymiplevel = savemiplevel;
3385                 if (r_loadnormalmap)
3386                         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);
3387                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3388                 if (r_loadgloss)
3389                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3390                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3391                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3392                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3393         }
3394
3395         // _norm is the name used by tenebrae and has been adopted as standard
3396         if (r_loadnormalmap && skinframe->nmap == NULL)
3397         {
3398                 mymiplevel = savemiplevel;
3399                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3400                 {
3401                         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);
3402                         Mem_Free(pixels);
3403                         pixels = NULL;
3404                 }
3405                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3406                 {
3407                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3408                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3409                         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);
3410                         Mem_Free(pixels);
3411                         Mem_Free(bumppixels);
3412                 }
3413                 else if (r_shadow_bumpscale_basetexture.value > 0)
3414                 {
3415                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3416                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3417                         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);
3418                         Mem_Free(pixels);
3419                 }
3420 #ifndef USE_GLES2
3421                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3422                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3423 #endif
3424         }
3425
3426         // _luma is supported only for tenebrae compatibility
3427         // _glow is the preferred name
3428         mymiplevel = savemiplevel;
3429         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))))
3430         {
3431                 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);
3432 #ifndef USE_GLES2
3433                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3434                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3435 #endif
3436                 Mem_Free(pixels);pixels = NULL;
3437         }
3438
3439         mymiplevel = savemiplevel;
3440         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3441         {
3442                 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);
3443 #ifndef USE_GLES2
3444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3445                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3446 #endif
3447                 Mem_Free(pixels);
3448                 pixels = NULL;
3449         }
3450
3451         mymiplevel = savemiplevel;
3452         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3453         {
3454                 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);
3455 #ifndef USE_GLES2
3456                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3457                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3458 #endif
3459                 Mem_Free(pixels);
3460                 pixels = NULL;
3461         }
3462
3463         mymiplevel = savemiplevel;
3464         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3465         {
3466                 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);
3467 #ifndef USE_GLES2
3468                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3469                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3470 #endif
3471                 Mem_Free(pixels);
3472                 pixels = NULL;
3473         }
3474
3475         mymiplevel = savemiplevel;
3476         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3477         {
3478                 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);
3479 #ifndef USE_GLES2
3480                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3481                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3482 #endif
3483                 Mem_Free(pixels);
3484                 pixels = NULL;
3485         }
3486
3487         if (basepixels)
3488                 Mem_Free(basepixels);
3489
3490         return skinframe;
3491 }
3492
3493 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3494 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3495 {
3496         int i;
3497         unsigned char *temp1, *temp2;
3498         skinframe_t *skinframe;
3499
3500         if (cls.state == ca_dedicated)
3501                 return NULL;
3502
3503         // if already loaded just return it, otherwise make a new skinframe
3504         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3505         if (skinframe && skinframe->base)
3506                 return skinframe;
3507         textureflags &= ~TEXF_FORCE_RELOAD;
3508
3509         skinframe->stain = NULL;
3510         skinframe->merged = NULL;
3511         skinframe->base = NULL;
3512         skinframe->pants = NULL;
3513         skinframe->shirt = NULL;
3514         skinframe->nmap = NULL;
3515         skinframe->gloss = NULL;
3516         skinframe->glow = NULL;
3517         skinframe->fog = NULL;
3518         skinframe->reflect = NULL;
3519         skinframe->hasalpha = false;
3520
3521         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3522         if (!skindata)
3523                 return NULL;
3524
3525         if (developer_loading.integer)
3526                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3527
3528         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3529         {
3530                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3531                 temp2 = temp1 + width * height * 4;
3532                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3533                 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);
3534                 Mem_Free(temp1);
3535         }
3536         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3537         if (textureflags & TEXF_ALPHA)
3538         {
3539                 for (i = 3;i < width * height * 4;i += 4)
3540                 {
3541                         if (skindata[i] < 255)
3542                         {
3543                                 skinframe->hasalpha = true;
3544                                 break;
3545                         }
3546                 }
3547                 if (r_loadfog && skinframe->hasalpha)
3548                 {
3549                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3550                         memcpy(fogpixels, skindata, width * height * 4);
3551                         for (i = 0;i < width * height * 4;i += 4)
3552                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3553                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3554                         Mem_Free(fogpixels);
3555                 }
3556         }
3557
3558         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3559         //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]);
3560
3561         return skinframe;
3562 }
3563
3564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3565 {
3566         int i;
3567         int featuresmask;
3568         skinframe_t *skinframe;
3569
3570         if (cls.state == ca_dedicated)
3571                 return NULL;
3572
3573         // if already loaded just return it, otherwise make a new skinframe
3574         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3575         if (skinframe && skinframe->base)
3576                 return skinframe;
3577         textureflags &= ~TEXF_FORCE_RELOAD;
3578
3579         skinframe->stain = NULL;
3580         skinframe->merged = NULL;
3581         skinframe->base = NULL;
3582         skinframe->pants = NULL;
3583         skinframe->shirt = NULL;
3584         skinframe->nmap = NULL;
3585         skinframe->gloss = NULL;
3586         skinframe->glow = NULL;
3587         skinframe->fog = NULL;
3588         skinframe->reflect = NULL;
3589         skinframe->hasalpha = false;
3590
3591         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3592         if (!skindata)
3593                 return NULL;
3594
3595         if (developer_loading.integer)
3596                 Con_Printf("loading quake skin \"%s\"\n", name);
3597
3598         // 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)
3599         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3600         memcpy(skinframe->qpixels, skindata, width*height);
3601         skinframe->qwidth = width;
3602         skinframe->qheight = height;
3603
3604         featuresmask = 0;
3605         for (i = 0;i < width * height;i++)
3606                 featuresmask |= palette_featureflags[skindata[i]];
3607
3608         skinframe->hasalpha = false;
3609         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3610         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3611         skinframe->qgeneratemerged = true;
3612         skinframe->qgeneratebase = skinframe->qhascolormapping;
3613         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3614
3615         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3616         //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]);
3617
3618         return skinframe;
3619 }
3620
3621 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3622 {
3623         int width;
3624         int height;
3625         unsigned char *skindata;
3626
3627         if (!skinframe->qpixels)
3628                 return;
3629
3630         if (!skinframe->qhascolormapping)
3631                 colormapped = false;
3632
3633         if (colormapped)
3634         {
3635                 if (!skinframe->qgeneratebase)
3636                         return;
3637         }
3638         else
3639         {
3640                 if (!skinframe->qgeneratemerged)
3641                         return;
3642         }
3643
3644         width = skinframe->qwidth;
3645         height = skinframe->qheight;
3646         skindata = skinframe->qpixels;
3647
3648         if (skinframe->qgeneratenmap)
3649         {
3650                 unsigned char *temp1, *temp2;
3651                 skinframe->qgeneratenmap = false;
3652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653                 temp2 = temp1 + width * height * 4;
3654                 // use either a custom palette or the quake palette
3655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657                 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);
3658                 Mem_Free(temp1);
3659         }
3660
3661         if (skinframe->qgenerateglow)
3662         {
3663                 skinframe->qgenerateglow = false;
3664                 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
3665         }
3666
3667         if (colormapped)
3668         {
3669                 skinframe->qgeneratebase = false;
3670                 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);
3671                 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);
3672                 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);
3673         }
3674         else
3675         {
3676                 skinframe->qgeneratemerged = false;
3677                 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);
3678         }
3679
3680         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3681         {
3682                 Mem_Free(skinframe->qpixels);
3683                 skinframe->qpixels = NULL;
3684         }
3685 }
3686
3687 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)
3688 {
3689         int i;
3690         skinframe_t *skinframe;
3691
3692         if (cls.state == ca_dedicated)
3693                 return NULL;
3694
3695         // if already loaded just return it, otherwise make a new skinframe
3696         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3697         if (skinframe && skinframe->base)
3698                 return skinframe;
3699         textureflags &= ~TEXF_FORCE_RELOAD;
3700
3701         skinframe->stain = NULL;
3702         skinframe->merged = NULL;
3703         skinframe->base = NULL;
3704         skinframe->pants = NULL;
3705         skinframe->shirt = NULL;
3706         skinframe->nmap = NULL;
3707         skinframe->gloss = NULL;
3708         skinframe->glow = NULL;
3709         skinframe->fog = NULL;
3710         skinframe->reflect = NULL;
3711         skinframe->hasalpha = false;
3712
3713         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3714         if (!skindata)
3715                 return NULL;
3716
3717         if (developer_loading.integer)
3718                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3719
3720         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3721         if (textureflags & TEXF_ALPHA)
3722         {
3723                 for (i = 0;i < width * height;i++)
3724                 {
3725                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3726                         {
3727                                 skinframe->hasalpha = true;
3728                                 break;
3729                         }
3730                 }
3731                 if (r_loadfog && skinframe->hasalpha)
3732                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3733         }
3734
3735         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3736         //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]);
3737
3738         return skinframe;
3739 }
3740
3741 skinframe_t *R_SkinFrame_LoadMissing(void)
3742 {
3743         skinframe_t *skinframe;
3744
3745         if (cls.state == ca_dedicated)
3746                 return NULL;
3747
3748         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3749         skinframe->stain = NULL;
3750         skinframe->merged = NULL;
3751         skinframe->base = NULL;
3752         skinframe->pants = NULL;
3753         skinframe->shirt = NULL;
3754         skinframe->nmap = NULL;
3755         skinframe->gloss = NULL;
3756         skinframe->glow = NULL;
3757         skinframe->fog = NULL;
3758         skinframe->reflect = NULL;
3759         skinframe->hasalpha = false;
3760
3761         skinframe->avgcolor[0] = rand() / RAND_MAX;
3762         skinframe->avgcolor[1] = rand() / RAND_MAX;
3763         skinframe->avgcolor[2] = rand() / RAND_MAX;
3764         skinframe->avgcolor[3] = 1;
3765
3766         return skinframe;
3767 }
3768
3769 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3770 typedef struct suffixinfo_s
3771 {
3772         const char *suffix;
3773         qboolean flipx, flipy, flipdiagonal;
3774 }
3775 suffixinfo_t;
3776 static suffixinfo_t suffix[3][6] =
3777 {
3778         {
3779                 {"px",   false, false, false},
3780                 {"nx",   false, false, false},
3781                 {"py",   false, false, false},
3782                 {"ny",   false, false, false},
3783                 {"pz",   false, false, false},
3784                 {"nz",   false, false, false}
3785         },
3786         {
3787                 {"posx", false, false, false},
3788                 {"negx", false, false, false},
3789                 {"posy", false, false, false},
3790                 {"negy", false, false, false},
3791                 {"posz", false, false, false},
3792                 {"negz", false, false, false}
3793         },
3794         {
3795                 {"rt",    true, false,  true},
3796                 {"lf",   false,  true,  true},
3797                 {"ft",    true,  true, false},
3798                 {"bk",   false, false, false},
3799                 {"up",    true, false,  true},
3800                 {"dn",    true, false,  true}
3801         }
3802 };
3803
3804 static int componentorder[4] = {0, 1, 2, 3};
3805
3806 rtexture_t *R_LoadCubemap(const char *basename)
3807 {
3808         int i, j, cubemapsize;
3809         unsigned char *cubemappixels, *image_buffer;
3810         rtexture_t *cubemaptexture;
3811         char name[256];
3812         // must start 0 so the first loadimagepixels has no requested width/height
3813         cubemapsize = 0;
3814         cubemappixels = NULL;
3815         cubemaptexture = NULL;
3816         // keep trying different suffix groups (posx, px, rt) until one loads
3817         for (j = 0;j < 3 && !cubemappixels;j++)
3818         {
3819                 // load the 6 images in the suffix group
3820                 for (i = 0;i < 6;i++)
3821                 {
3822                         // generate an image name based on the base and and suffix
3823                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3824                         // load it
3825                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3826                         {
3827                                 // an image loaded, make sure width and height are equal
3828                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3829                                 {
3830                                         // if this is the first image to load successfully, allocate the cubemap memory
3831                                         if (!cubemappixels && image_width >= 1)
3832                                         {
3833                                                 cubemapsize = image_width;
3834                                                 // note this clears to black, so unavailable sides are black
3835                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3836                                         }
3837                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3838                                         if (cubemappixels)
3839                                                 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);
3840                                 }
3841                                 else
3842                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3843                                 // free the image
3844                                 Mem_Free(image_buffer);
3845                         }
3846                 }
3847         }
3848         // if a cubemap loaded, upload it
3849         if (cubemappixels)
3850         {
3851                 if (developer_loading.integer)
3852                         Con_Printf("loading cubemap \"%s\"\n", basename);
3853
3854                 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);
3855                 Mem_Free(cubemappixels);
3856         }
3857         else
3858         {
3859                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3860                 if (developer_loading.integer)
3861                 {
3862                         Con_Printf("(tried tried images ");
3863                         for (j = 0;j < 3;j++)
3864                                 for (i = 0;i < 6;i++)
3865                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3866                         Con_Print(" and was unable to find any of them).\n");
3867                 }
3868         }
3869         return cubemaptexture;
3870 }
3871
3872 rtexture_t *R_GetCubemap(const char *basename)
3873 {
3874         int i;
3875         for (i = 0;i < r_texture_numcubemaps;i++)
3876                 if (r_texture_cubemaps[i] != NULL)
3877                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3878                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3879         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3880                 return r_texture_whitecube;
3881         r_texture_numcubemaps++;
3882         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3883         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3884         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3885         return r_texture_cubemaps[i]->texture;
3886 }
3887
3888 void R_FreeCubemap(const char *basename)
3889 {
3890         int i;
3891
3892         for (i = 0;i < r_texture_numcubemaps;i++)
3893         {
3894                 if (r_texture_cubemaps[i] != NULL)
3895                 {
3896                         if (r_texture_cubemaps[i]->texture)
3897                         {
3898                                 if (developer_loading.integer)
3899                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3900                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3901                                 Mem_Free(r_texture_cubemaps[i]);
3902                                 r_texture_cubemaps[i] = NULL;
3903                         }
3904                 }
3905         }
3906 }
3907
3908 void R_FreeCubemaps(void)
3909 {
3910         int i;
3911         for (i = 0;i < r_texture_numcubemaps;i++)
3912         {
3913                 if (developer_loading.integer)
3914                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3915                 if (r_texture_cubemaps[i] != NULL)
3916                 {
3917                         if (r_texture_cubemaps[i]->texture)
3918                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3919                         Mem_Free(r_texture_cubemaps[i]);
3920                 }
3921         }
3922         r_texture_numcubemaps = 0;
3923 }
3924
3925 void R_Main_FreeViewCache(void)
3926 {
3927         if (r_refdef.viewcache.entityvisible)
3928                 Mem_Free(r_refdef.viewcache.entityvisible);
3929         if (r_refdef.viewcache.world_pvsbits)
3930                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3931         if (r_refdef.viewcache.world_leafvisible)
3932                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3933         if (r_refdef.viewcache.world_surfacevisible)
3934                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3935         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3936 }
3937
3938 void R_Main_ResizeViewCache(void)
3939 {
3940         int numentities = r_refdef.scene.numentities;
3941         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3942         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3943         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3944         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3945         if (r_refdef.viewcache.maxentities < numentities)
3946         {
3947                 r_refdef.viewcache.maxentities = numentities;
3948                 if (r_refdef.viewcache.entityvisible)
3949                         Mem_Free(r_refdef.viewcache.entityvisible);
3950                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3951         }
3952         if (r_refdef.viewcache.world_numclusters != numclusters)
3953         {
3954                 r_refdef.viewcache.world_numclusters = numclusters;
3955                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3956                 if (r_refdef.viewcache.world_pvsbits)
3957                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3958                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3959         }
3960         if (r_refdef.viewcache.world_numleafs != numleafs)
3961         {
3962                 r_refdef.viewcache.world_numleafs = numleafs;
3963                 if (r_refdef.viewcache.world_leafvisible)
3964                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3965                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3966         }
3967         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3968         {
3969                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3970                 if (r_refdef.viewcache.world_surfacevisible)
3971                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3973         }
3974 }
3975
3976 extern rtexture_t *loadingscreentexture;
3977 void gl_main_start(void)
3978 {
3979         loadingscreentexture = NULL;
3980         r_texture_blanknormalmap = NULL;
3981         r_texture_white = NULL;
3982         r_texture_grey128 = NULL;
3983         r_texture_black = NULL;
3984         r_texture_whitecube = NULL;
3985         r_texture_normalizationcube = NULL;
3986         r_texture_fogattenuation = NULL;
3987         r_texture_fogheighttexture = NULL;
3988         r_texture_gammaramps = NULL;
3989         r_texture_numcubemaps = 0;
3990
3991         r_loaddds = r_texture_dds_load.integer != 0;
3992         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3993
3994         switch(vid.renderpath)
3995         {
3996         case RENDERPATH_GL20:
3997         case RENDERPATH_D3D9:
3998         case RENDERPATH_D3D10:
3999         case RENDERPATH_D3D11:
4000         case RENDERPATH_SOFT:
4001         case RENDERPATH_GLES2:
4002                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4003                 Cvar_SetValueQuick(&gl_combine, 1);
4004                 Cvar_SetValueQuick(&r_glsl, 1);
4005                 r_loadnormalmap = true;
4006                 r_loadgloss = true;
4007                 r_loadfog = false;
4008                 break;
4009         case RENDERPATH_GL13:
4010         case RENDERPATH_GLES1:
4011                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4012                 Cvar_SetValueQuick(&gl_combine, 1);
4013                 Cvar_SetValueQuick(&r_glsl, 0);
4014                 r_loadnormalmap = false;
4015                 r_loadgloss = false;
4016                 r_loadfog = true;
4017                 break;
4018         case RENDERPATH_GL11:
4019                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4020                 Cvar_SetValueQuick(&gl_combine, 0);
4021                 Cvar_SetValueQuick(&r_glsl, 0);
4022                 r_loadnormalmap = false;
4023                 r_loadgloss = false;
4024                 r_loadfog = true;
4025                 break;
4026         }
4027
4028         R_AnimCache_Free();
4029         R_FrameData_Reset();
4030
4031         r_numqueries = 0;
4032         r_maxqueries = 0;
4033         memset(r_queries, 0, sizeof(r_queries));
4034
4035         r_qwskincache = NULL;
4036         r_qwskincache_size = 0;
4037
4038         // due to caching of texture_t references, the collision cache must be reset
4039         Collision_Cache_Reset(true);
4040
4041         // set up r_skinframe loading system for textures
4042         memset(&r_skinframe, 0, sizeof(r_skinframe));
4043         r_skinframe.loadsequence = 1;
4044         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4045
4046         r_main_texturepool = R_AllocTexturePool();
4047         R_BuildBlankTextures();
4048         R_BuildNoTexture();
4049         if (vid.support.arb_texture_cube_map)
4050         {
4051                 R_BuildWhiteCube();
4052                 R_BuildNormalizationCube();
4053         }
4054         r_texture_fogattenuation = NULL;
4055         r_texture_fogheighttexture = NULL;
4056         r_texture_gammaramps = NULL;
4057         //r_texture_fogintensity = NULL;
4058         memset(&r_fb, 0, sizeof(r_fb));
4059         r_glsl_permutation = NULL;
4060         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4061         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4062         glslshaderstring = NULL;
4063 #ifdef SUPPORTD3D
4064         r_hlsl_permutation = NULL;
4065         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4066         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4067 #endif
4068         hlslshaderstring = NULL;
4069         memset(&r_svbsp, 0, sizeof (r_svbsp));
4070
4071         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4072         r_texture_numcubemaps = 0;
4073
4074         r_refdef.fogmasktable_density = 0;
4075 }
4076
4077 void gl_main_shutdown(void)
4078 {
4079         R_AnimCache_Free();
4080         R_FrameData_Reset();
4081
4082         R_Main_FreeViewCache();
4083
4084         switch(vid.renderpath)
4085         {
4086         case RENDERPATH_GL11:
4087         case RENDERPATH_GL13:
4088         case RENDERPATH_GL20:
4089         case RENDERPATH_GLES1:
4090         case RENDERPATH_GLES2:
4091 #ifdef GL_SAMPLES_PASSED_ARB
4092                 if (r_maxqueries)
4093                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4094 #endif
4095                 break;
4096         case RENDERPATH_D3D9:
4097                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4098                 break;
4099         case RENDERPATH_D3D10:
4100                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4101                 break;
4102         case RENDERPATH_D3D11:
4103                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4104                 break;
4105         case RENDERPATH_SOFT:
4106                 break;
4107         }
4108
4109         r_numqueries = 0;
4110         r_maxqueries = 0;
4111         memset(r_queries, 0, sizeof(r_queries));
4112
4113         r_qwskincache = NULL;
4114         r_qwskincache_size = 0;
4115
4116         // clear out the r_skinframe state
4117         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4118         memset(&r_skinframe, 0, sizeof(r_skinframe));
4119
4120         if (r_svbsp.nodes)
4121                 Mem_Free(r_svbsp.nodes);
4122         memset(&r_svbsp, 0, sizeof (r_svbsp));
4123         R_FreeTexturePool(&r_main_texturepool);
4124         loadingscreentexture = NULL;
4125         r_texture_blanknormalmap = NULL;
4126         r_texture_white = NULL;
4127         r_texture_grey128 = NULL;
4128         r_texture_black = NULL;
4129         r_texture_whitecube = NULL;
4130         r_texture_normalizationcube = NULL;
4131         r_texture_fogattenuation = NULL;
4132         r_texture_fogheighttexture = NULL;
4133         r_texture_gammaramps = NULL;
4134         r_texture_numcubemaps = 0;
4135         //r_texture_fogintensity = NULL;
4136         memset(&r_fb, 0, sizeof(r_fb));
4137         R_GLSL_Restart_f();
4138
4139         r_glsl_permutation = NULL;
4140         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4141         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4142         glslshaderstring = NULL;
4143 #ifdef SUPPORTD3D
4144         r_hlsl_permutation = NULL;
4145         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4146         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4147 #endif
4148         hlslshaderstring = NULL;
4149 }
4150
4151 extern void CL_ParseEntityLump(char *entitystring);
4152 void gl_main_newmap(void)
4153 {
4154         // FIXME: move this code to client
4155         char *entities, entname[MAX_QPATH];
4156         if (r_qwskincache)
4157                 Mem_Free(r_qwskincache);
4158         r_qwskincache = NULL;
4159         r_qwskincache_size = 0;
4160         if (cl.worldmodel)
4161         {
4162                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4163                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4164                 {
4165                         CL_ParseEntityLump(entities);
4166                         Mem_Free(entities);
4167                         return;
4168                 }
4169                 if (cl.worldmodel->brush.entities)
4170                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4171         }
4172         R_Main_FreeViewCache();
4173
4174         R_FrameData_Reset();
4175 }
4176
4177 void GL_Main_Init(void)
4178 {
4179         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4180
4181         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4182         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4183         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4184         if (gamemode == GAME_NEHAHRA)
4185         {
4186                 Cvar_RegisterVariable (&gl_fogenable);
4187                 Cvar_RegisterVariable (&gl_fogdensity);
4188                 Cvar_RegisterVariable (&gl_fogred);
4189                 Cvar_RegisterVariable (&gl_foggreen);
4190                 Cvar_RegisterVariable (&gl_fogblue);
4191                 Cvar_RegisterVariable (&gl_fogstart);
4192                 Cvar_RegisterVariable (&gl_fogend);
4193                 Cvar_RegisterVariable (&gl_skyclip);
4194         }
4195         Cvar_RegisterVariable(&r_motionblur);
4196         Cvar_RegisterVariable(&r_damageblur);
4197         Cvar_RegisterVariable(&r_motionblur_averaging);
4198         Cvar_RegisterVariable(&r_motionblur_randomize);
4199         Cvar_RegisterVariable(&r_motionblur_minblur);
4200         Cvar_RegisterVariable(&r_motionblur_maxblur);
4201         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4202         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4203         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4204         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4205         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4206         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4207         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4208         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4209         Cvar_RegisterVariable(&r_equalize_entities_by);
4210         Cvar_RegisterVariable(&r_equalize_entities_to);
4211         Cvar_RegisterVariable(&r_depthfirst);
4212         Cvar_RegisterVariable(&r_useinfinitefarclip);
4213         Cvar_RegisterVariable(&r_farclip_base);
4214         Cvar_RegisterVariable(&r_farclip_world);
4215         Cvar_RegisterVariable(&r_nearclip);
4216         Cvar_RegisterVariable(&r_deformvertexes);
4217         Cvar_RegisterVariable(&r_transparent);
4218         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4219         Cvar_RegisterVariable(&r_showoverdraw);
4220         Cvar_RegisterVariable(&r_showbboxes);
4221         Cvar_RegisterVariable(&r_showsurfaces);
4222         Cvar_RegisterVariable(&r_showtris);
4223         Cvar_RegisterVariable(&r_shownormals);
4224         Cvar_RegisterVariable(&r_showlighting);
4225         Cvar_RegisterVariable(&r_showshadowvolumes);
4226         Cvar_RegisterVariable(&r_showcollisionbrushes);
4227         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4229         Cvar_RegisterVariable(&r_showdisabledepthtest);
4230         Cvar_RegisterVariable(&r_drawportals);
4231         Cvar_RegisterVariable(&r_drawentities);
4232         Cvar_RegisterVariable(&r_draw2d);
4233         Cvar_RegisterVariable(&r_drawworld);
4234         Cvar_RegisterVariable(&r_cullentities_trace);
4235         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4236         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4237         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4238         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4239         Cvar_RegisterVariable(&r_sortentities);
4240         Cvar_RegisterVariable(&r_drawviewmodel);
4241         Cvar_RegisterVariable(&r_drawexteriormodel);
4242         Cvar_RegisterVariable(&r_speeds);
4243         Cvar_RegisterVariable(&r_fullbrights);
4244         Cvar_RegisterVariable(&r_wateralpha);
4245         Cvar_RegisterVariable(&r_dynamic);
4246         Cvar_RegisterVariable(&r_fakelight);
4247         Cvar_RegisterVariable(&r_fakelight_intensity);
4248         Cvar_RegisterVariable(&r_fullbright);
4249         Cvar_RegisterVariable(&r_shadows);
4250         Cvar_RegisterVariable(&r_shadows_darken);
4251         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4252         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4253         Cvar_RegisterVariable(&r_shadows_throwdistance);
4254         Cvar_RegisterVariable(&r_shadows_throwdirection);
4255         Cvar_RegisterVariable(&r_shadows_focus);
4256         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4257         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4258         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4259         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4260         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4261         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4262         Cvar_RegisterVariable(&r_fog_exp2);
4263         Cvar_RegisterVariable(&r_fog_clear);
4264         Cvar_RegisterVariable(&r_drawfog);
4265         Cvar_RegisterVariable(&r_transparentdepthmasking);
4266         Cvar_RegisterVariable(&r_transparent_sortmindist);
4267         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4268         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4269         Cvar_RegisterVariable(&r_texture_dds_load);
4270         Cvar_RegisterVariable(&r_texture_dds_save);
4271         Cvar_RegisterVariable(&r_textureunits);
4272         Cvar_RegisterVariable(&gl_combine);
4273         Cvar_RegisterVariable(&r_viewfbo);
4274         Cvar_RegisterVariable(&r_viewscale);
4275         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4276         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4277         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4278         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4279         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4280         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4281         Cvar_RegisterVariable(&r_glsl);
4282         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4283         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4284         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4285         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4286         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4287         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4288         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4289         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4290         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4291         Cvar_RegisterVariable(&r_glsl_postprocess);
4292         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4293         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4294         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4295         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4296         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4297         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4298         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4299         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4300
4301         Cvar_RegisterVariable(&r_water);
4302         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4303         Cvar_RegisterVariable(&r_water_clippingplanebias);
4304         Cvar_RegisterVariable(&r_water_refractdistort);
4305         Cvar_RegisterVariable(&r_water_reflectdistort);
4306         Cvar_RegisterVariable(&r_water_scissormode);
4307         Cvar_RegisterVariable(&r_water_lowquality);
4308         Cvar_RegisterVariable(&r_water_hideplayer);
4309         Cvar_RegisterVariable(&r_water_fbo);
4310
4311         Cvar_RegisterVariable(&r_lerpsprites);
4312         Cvar_RegisterVariable(&r_lerpmodels);
4313         Cvar_RegisterVariable(&r_lerplightstyles);
4314         Cvar_RegisterVariable(&r_waterscroll);
4315         Cvar_RegisterVariable(&r_bloom);
4316         Cvar_RegisterVariable(&r_bloom_colorscale);
4317         Cvar_RegisterVariable(&r_bloom_brighten);
4318         Cvar_RegisterVariable(&r_bloom_blur);
4319         Cvar_RegisterVariable(&r_bloom_resolution);
4320         Cvar_RegisterVariable(&r_bloom_colorexponent);
4321         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4322         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4323         Cvar_RegisterVariable(&r_hdr_glowintensity);
4324         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4325         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4326         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4327         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4328         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4329         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4330         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4331         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4332         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4333         Cvar_RegisterVariable(&developer_texturelogging);
4334         Cvar_RegisterVariable(&gl_lightmaps);
4335         Cvar_RegisterVariable(&r_test);
4336         Cvar_RegisterVariable(&r_glsl_saturation);
4337         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4338         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4339         Cvar_RegisterVariable(&r_framedatasize);
4340         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4341                 Cvar_SetValue("r_fullbrights", 0);
4342         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4343 }
4344
4345 extern void R_Textures_Init(void);
4346 extern void GL_Draw_Init(void);
4347 extern void GL_Main_Init(void);
4348 extern void R_Shadow_Init(void);
4349 extern void R_Sky_Init(void);
4350 extern void GL_Surf_Init(void);
4351 extern void R_Particles_Init(void);
4352 extern void R_Explosion_Init(void);
4353 extern void gl_backend_init(void);
4354 extern void Sbar_Init(void);
4355 extern void R_LightningBeams_Init(void);
4356 extern void Mod_RenderInit(void);
4357 extern void Font_Init(void);
4358
4359 void Render_Init(void)
4360 {
4361         gl_backend_init();
4362         R_Textures_Init();
4363         GL_Main_Init();
4364         Font_Init();
4365         GL_Draw_Init();
4366         R_Shadow_Init();
4367         R_Sky_Init();
4368         GL_Surf_Init();
4369         Sbar_Init();
4370         R_Particles_Init();
4371         R_Explosion_Init();
4372         R_LightningBeams_Init();
4373         Mod_RenderInit();
4374 }
4375
4376 /*
4377 ===============
4378 GL_Init
4379 ===============
4380 */
4381 #ifndef USE_GLES2
4382 extern char *ENGINE_EXTENSIONS;
4383 void GL_Init (void)
4384 {
4385         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4386         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4387         gl_version = (const char *)qglGetString(GL_VERSION);
4388         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4389
4390         if (!gl_extensions)
4391                 gl_extensions = "";
4392         if (!gl_platformextensions)
4393                 gl_platformextensions = "";
4394
4395         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4396         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4397         Con_Printf("GL_VERSION: %s\n", gl_version);
4398         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4399         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4400
4401         VID_CheckExtensions();
4402
4403         // LordHavoc: report supported extensions
4404         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4405
4406         // clear to black (loading plaque will be seen over this)
4407         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4408 }
4409 #endif
4410
4411 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4412 {
4413         int i;
4414         mplane_t *p;
4415         if (r_trippy.integer)
4416                 return false;
4417         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4418         {
4419                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4420                 if (i == 4)
4421                         continue;
4422                 p = r_refdef.view.frustum + i;
4423                 switch(p->signbits)
4424                 {
4425                 default:
4426                 case 0:
4427                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4428                                 return true;
4429                         break;
4430                 case 1:
4431                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432                                 return true;
4433                         break;
4434                 case 2:
4435                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4436                                 return true;
4437                         break;
4438                 case 3:
4439                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440                                 return true;
4441                         break;
4442                 case 4:
4443                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4444                                 return true;
4445                         break;
4446                 case 5:
4447                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448                                 return true;
4449                         break;
4450                 case 6:
4451                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4452                                 return true;
4453                         break;
4454                 case 7:
4455                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456                                 return true;
4457                         break;
4458                 }
4459         }
4460         return false;
4461 }
4462
4463 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4464 {
4465         int i;
4466         const mplane_t *p;
4467         if (r_trippy.integer)
4468                 return false;
4469         for (i = 0;i < numplanes;i++)
4470         {
4471                 p = planes + i;
4472                 switch(p->signbits)
4473                 {
4474                 default:
4475                 case 0:
4476                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4477                                 return true;
4478                         break;
4479                 case 1:
4480                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4481                                 return true;
4482                         break;
4483                 case 2:
4484                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4485                                 return true;
4486                         break;
4487                 case 3:
4488                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4489                                 return true;
4490                         break;
4491                 case 4:
4492                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4493                                 return true;
4494                         break;
4495                 case 5:
4496                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4497                                 return true;
4498                         break;
4499                 case 6:
4500                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4501                                 return true;
4502                         break;
4503                 case 7:
4504                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4505                                 return true;
4506                         break;
4507                 }
4508         }
4509         return false;
4510 }
4511
4512 //==================================================================================
4513
4514 // LordHavoc: this stores temporary data used within the same frame
4515
4516 typedef struct r_framedata_mem_s
4517 {
4518         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4519         size_t size; // how much usable space
4520         size_t current; // how much space in use
4521         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4522         size_t wantedsize; // how much space was allocated
4523         unsigned char *data; // start of real data (16byte aligned)
4524 }
4525 r_framedata_mem_t;
4526
4527 static r_framedata_mem_t *r_framedata_mem;
4528
4529 void R_FrameData_Reset(void)
4530 {
4531         while (r_framedata_mem)
4532         {
4533                 r_framedata_mem_t *next = r_framedata_mem->purge;
4534                 Mem_Free(r_framedata_mem);
4535                 r_framedata_mem = next;
4536         }
4537 }
4538
4539 void R_FrameData_Resize(void)
4540 {
4541         size_t wantedsize;
4542         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4543         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4544         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4545         {
4546                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4547                 newmem->wantedsize = wantedsize;
4548                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4549                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4550                 newmem->current = 0;
4551                 newmem->mark = 0;
4552                 newmem->purge = r_framedata_mem;
4553                 r_framedata_mem = newmem;
4554         }
4555 }
4556
4557 void R_FrameData_NewFrame(void)
4558 {
4559         R_FrameData_Resize();
4560         if (!r_framedata_mem)
4561                 return;
4562         // if we ran out of space on the last frame, free the old memory now
4563         while (r_framedata_mem->purge)
4564         {
4565                 // repeatedly remove the second item in the list, leaving only head
4566                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4567                 Mem_Free(r_framedata_mem->purge);
4568                 r_framedata_mem->purge = next;
4569         }
4570         // reset the current mem pointer
4571         r_framedata_mem->current = 0;
4572         r_framedata_mem->mark = 0;
4573 }
4574
4575 void *R_FrameData_Alloc(size_t size)
4576 {
4577         void *data;
4578
4579         // align to 16 byte boundary - the data pointer is already aligned, so we
4580         // only need to ensure the size of every allocation is also aligned
4581         size = (size + 15) & ~15;
4582
4583         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4584         {
4585                 // emergency - we ran out of space, allocate more memory
4586                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4587                 R_FrameData_Resize();
4588         }
4589
4590         data = r_framedata_mem->data + r_framedata_mem->current;
4591         r_framedata_mem->current += size;
4592
4593         // count the usage for stats
4594         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4595         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4596
4597         return (void *)data;
4598 }
4599
4600 void *R_FrameData_Store(size_t size, void *data)
4601 {
4602         void *d = R_FrameData_Alloc(size);
4603         if (d && data)
4604                 memcpy(d, data, size);
4605         return d;
4606 }
4607
4608 void R_FrameData_SetMark(void)
4609 {
4610         if (!r_framedata_mem)
4611                 return;
4612         r_framedata_mem->mark = r_framedata_mem->current;
4613 }
4614
4615 void R_FrameData_ReturnToMark(void)
4616 {
4617         if (!r_framedata_mem)
4618                 return;
4619         r_framedata_mem->current = r_framedata_mem->mark;
4620 }
4621
4622 //==================================================================================
4623
4624 // LordHavoc: animcache originally written by Echon, rewritten since then
4625
4626 /**
4627  * Animation cache prevents re-generating mesh data for an animated model
4628  * multiple times in one frame for lighting, shadowing, reflections, etc.
4629  */
4630
4631 void R_AnimCache_Free(void)
4632 {
4633 }
4634
4635 void R_AnimCache_ClearCache(void)
4636 {
4637         int i;
4638         entity_render_t *ent;
4639
4640         for (i = 0;i < r_refdef.scene.numentities;i++)
4641         {
4642                 ent = r_refdef.scene.entities[i];
4643                 ent->animcache_vertex3f = NULL;
4644                 ent->animcache_normal3f = NULL;
4645                 ent->animcache_svector3f = NULL;
4646                 ent->animcache_tvector3f = NULL;
4647                 ent->animcache_vertexmesh = NULL;
4648                 ent->animcache_vertex3fbuffer = NULL;
4649                 ent->animcache_vertexmeshbuffer = NULL;
4650         }
4651 }
4652
4653 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4654 {
4655         int i;
4656
4657         // check if we need the meshbuffers
4658         if (!vid.useinterleavedarrays)
4659                 return;
4660
4661         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4662                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4663         // TODO: upload vertex3f buffer?
4664         if (ent->animcache_vertexmesh)
4665         {
4666                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4667                 for (i = 0;i < numvertices;i++)
4668                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4669                 if (ent->animcache_svector3f)
4670                         for (i = 0;i < numvertices;i++)
4671                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4672                 if (ent->animcache_tvector3f)
4673                         for (i = 0;i < numvertices;i++)
4674                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4675                 if (ent->animcache_normal3f)
4676                         for (i = 0;i < numvertices;i++)
4677                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4678                 // TODO: upload vertexmeshbuffer?
4679         }
4680 }
4681
4682 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4683 {
4684         dp_model_t *model = ent->model;
4685         int numvertices;
4686         // see if it's already cached this frame
4687         if (ent->animcache_vertex3f)
4688         {
4689                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4690                 if (wantnormals || wanttangents)
4691                 {
4692                         if (ent->animcache_normal3f)
4693                                 wantnormals = false;
4694                         if (ent->animcache_svector3f)
4695                                 wanttangents = false;
4696                         if (wantnormals || wanttangents)
4697                         {
4698                                 numvertices = model->surfmesh.num_vertices;
4699                                 if (wantnormals)
4700                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4701                                 if (wanttangents)
4702                                 {
4703                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4704                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4705                                 }
4706                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4707                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4708                         }
4709                 }
4710         }
4711         else
4712         {
4713                 // see if this ent is worth caching
4714                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4715                         return false;
4716                 // get some memory for this entity and generate mesh data
4717                 numvertices = model->surfmesh.num_vertices;
4718                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4719                 if (wantnormals)
4720                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4721                 if (wanttangents)
4722                 {
4723                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4724                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725                 }
4726                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4727                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4728         }
4729         return true;
4730 }
4731
4732 void R_AnimCache_CacheVisibleEntities(void)
4733 {
4734         int i;
4735         qboolean wantnormals = true;
4736         qboolean wanttangents = !r_showsurfaces.integer;
4737
4738         switch(vid.renderpath)
4739         {
4740         case RENDERPATH_GL20:
4741         case RENDERPATH_D3D9:
4742         case RENDERPATH_D3D10:
4743         case RENDERPATH_D3D11:
4744         case RENDERPATH_GLES2:
4745                 break;
4746         case RENDERPATH_GL11:
4747         case RENDERPATH_GL13:
4748         case RENDERPATH_GLES1:
4749                 wanttangents = false;
4750                 break;
4751         case RENDERPATH_SOFT:
4752                 break;
4753         }
4754
4755         if (r_shownormals.integer)
4756                 wanttangents = wantnormals = true;
4757
4758         // TODO: thread this
4759         // NOTE: R_PrepareRTLights() also caches entities
4760
4761         for (i = 0;i < r_refdef.scene.numentities;i++)
4762                 if (r_refdef.viewcache.entityvisible[i])
4763                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4764 }
4765
4766 //==================================================================================
4767
4768 extern cvar_t r_overheadsprites_pushback;
4769
4770 static void R_View_UpdateEntityLighting (void)
4771 {
4772         int i;
4773         entity_render_t *ent;
4774         vec3_t tempdiffusenormal, avg;
4775         vec_t f, fa, fd, fdd;
4776         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4777
4778         for (i = 0;i < r_refdef.scene.numentities;i++)
4779         {
4780                 ent = r_refdef.scene.entities[i];
4781
4782                 // skip unseen models and models that updated by CSQC
4783                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4784                         continue;
4785
4786                 // skip bsp models
4787                 if (ent->model && ent->model->brush.num_leafs)
4788                 {
4789                         // TODO: use modellight for r_ambient settings on world?
4790                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4791                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4792                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4793                         continue;
4794                 }
4795
4796                 // fetch the lighting from the worldmodel data
4797                 VectorClear(ent->modellight_ambient);
4798                 VectorClear(ent->modellight_diffuse);
4799                 VectorClear(tempdiffusenormal);
4800                 if (ent->flags & RENDER_LIGHT)
4801                 {
4802                         vec3_t org;
4803                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4804
4805                         // complete lightning for lit sprites
4806                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4807                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4808                         {
4809                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4810                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4811                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4812                         }
4813                         else
4814                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4815
4816                         if(ent->flags & RENDER_EQUALIZE)
4817                         {
4818                                 // first fix up ambient lighting...
4819                                 if(r_equalize_entities_minambient.value > 0)
4820                                 {
4821                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4822                                         if(fd > 0)
4823                                         {
4824                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4825                                                 if(fa < r_equalize_entities_minambient.value * fd)
4826                                                 {
4827                                                         // solve:
4828                                                         //   fa'/fd' = minambient
4829                                                         //   fa'+0.25*fd' = fa+0.25*fd
4830                                                         //   ...
4831                                                         //   fa' = fd' * minambient
4832                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4833                                                         //   ...
4834                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4835                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4836                                                         //   ...
4837                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4838                                                         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
4839                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4840                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4841                                                 }
4842                                         }
4843                                 }
4844
4845                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4846                                 {
4847                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4848                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4849                                         f = fa + 0.25 * fd;
4850                                         if(f > 0)
4851                                         {
4852                                                 // adjust brightness and saturation to target
4853                                                 avg[0] = avg[1] = avg[2] = fa / f;
4854                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4855                                                 avg[0] = avg[1] = avg[2] = fd / f;
4856                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4857                                         }
4858                                 }
4859                         }
4860                 }
4861                 else // highly rare
4862                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4863
4864                 // move the light direction into modelspace coordinates for lighting code
4865                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4866                 if(VectorLength2(ent->modellight_lightdir) == 0)
4867                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4868                 VectorNormalize(ent->modellight_lightdir);
4869         }
4870 }
4871
4872 #define MAX_LINEOFSIGHTTRACES 64
4873
4874 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4875 {
4876         int i;
4877         vec3_t boxmins, boxmaxs;
4878         vec3_t start;
4879         vec3_t end;
4880         dp_model_t *model = r_refdef.scene.worldmodel;
4881
4882         if (!model || !model->brush.TraceLineOfSight)
4883                 return true;
4884
4885         // expand the box a little
4886         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4887         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4888         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4889         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4890         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4891         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4892
4893         // return true if eye is inside enlarged box
4894         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4895                 return true;
4896
4897         // try center
4898         VectorCopy(eye, start);
4899         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4900         if (model->brush.TraceLineOfSight(model, start, end))
4901                 return true;
4902
4903         // try various random positions
4904         for (i = 0;i < numsamples;i++)
4905         {
4906                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4907                 if (model->brush.TraceLineOfSight(model, start, end))
4908                         return true;
4909         }
4910
4911         return false;
4912 }
4913
4914
4915 static void R_View_UpdateEntityVisible (void)
4916 {
4917         int i;
4918         int renderimask;
4919         int samples;
4920         entity_render_t *ent;
4921
4922         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4923                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4924                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
4925                 :                                                          RENDER_EXTERIORMODEL;
4926         if (!r_drawviewmodel.integer)
4927                 renderimask |= RENDER_VIEWMODEL;
4928         if (!r_drawexteriormodel.integer)
4929                 renderimask |= RENDER_EXTERIORMODEL;
4930         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4931         {
4932                 // worldmodel can check visibility
4933                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4934                 for (i = 0;i < r_refdef.scene.numentities;i++)
4935                 {
4936                         ent = r_refdef.scene.entities[i];
4937                         if (!(ent->flags & renderimask))
4938                         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)))
4939                         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))
4940                                 r_refdef.viewcache.entityvisible[i] = true;
4941                 }
4942         }
4943         else
4944         {
4945                 // no worldmodel or it can't check visibility
4946                 for (i = 0;i < r_refdef.scene.numentities;i++)
4947                 {
4948                         ent = r_refdef.scene.entities[i];
4949                         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));
4950                 }
4951         }
4952         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4953                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4954         {
4955                 for (i = 0;i < r_refdef.scene.numentities;i++)
4956                 {
4957                         if (!r_refdef.viewcache.entityvisible[i])
4958                                 continue;
4959                         ent = r_refdef.scene.entities[i];
4960                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4961                         {
4962                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4963                                 if (samples < 0)
4964                                         continue; // temp entities do pvs only
4965                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4966                                         ent->last_trace_visibility = realtime;
4967                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4968                                         r_refdef.viewcache.entityvisible[i] = 0;
4969                         }
4970                 }
4971         }
4972 }
4973
4974 /// only used if skyrendermasked, and normally returns false
4975 int R_DrawBrushModelsSky (void)
4976 {
4977         int i, sky;
4978         entity_render_t *ent;
4979
4980         sky = false;
4981         for (i = 0;i < r_refdef.scene.numentities;i++)
4982         {
4983                 if (!r_refdef.viewcache.entityvisible[i])
4984                         continue;
4985                 ent = r_refdef.scene.entities[i];
4986                 if (!ent->model || !ent->model->DrawSky)
4987                         continue;
4988                 ent->model->DrawSky(ent);
4989                 sky = true;
4990         }
4991         return sky;
4992 }
4993
4994 static void R_DrawNoModel(entity_render_t *ent);
4995 static void R_DrawModels(void)
4996 {
4997         int i;
4998         entity_render_t *ent;
4999
5000         for (i = 0;i < r_refdef.scene.numentities;i++)
5001         {
5002                 if (!r_refdef.viewcache.entityvisible[i])
5003                         continue;
5004                 ent = r_refdef.scene.entities[i];
5005                 r_refdef.stats.entities++;
5006                 /*
5007                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5008                 {
5009                         vec3_t f, l, u, o;
5010                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5011                         Con_Printf("R_DrawModels\n");
5012                         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]);
5013                         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);
5014                         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);
5015                 }
5016                 */
5017                 if (ent->model && ent->model->Draw != NULL)
5018                         ent->model->Draw(ent);
5019                 else
5020                         R_DrawNoModel(ent);
5021         }
5022 }
5023
5024 static void R_DrawModelsDepth(void)
5025 {
5026         int i;
5027         entity_render_t *ent;
5028
5029         for (i = 0;i < r_refdef.scene.numentities;i++)
5030         {
5031                 if (!r_refdef.viewcache.entityvisible[i])
5032                         continue;
5033                 ent = r_refdef.scene.entities[i];
5034                 if (ent->model && ent->model->DrawDepth != NULL)
5035                         ent->model->DrawDepth(ent);
5036         }
5037 }
5038
5039 static void R_DrawModelsDebug(void)
5040 {
5041         int i;
5042         entity_render_t *ent;
5043
5044         for (i = 0;i < r_refdef.scene.numentities;i++)
5045         {
5046                 if (!r_refdef.viewcache.entityvisible[i])
5047                         continue;
5048                 ent = r_refdef.scene.entities[i];
5049                 if (ent->model && ent->model->DrawDebug != NULL)
5050                         ent->model->DrawDebug(ent);
5051         }
5052 }
5053
5054 static void R_DrawModelsAddWaterPlanes(void)
5055 {
5056         int i;
5057         entity_render_t *ent;
5058
5059         for (i = 0;i < r_refdef.scene.numentities;i++)
5060         {
5061                 if (!r_refdef.viewcache.entityvisible[i])
5062                         continue;
5063                 ent = r_refdef.scene.entities[i];
5064                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5065                         ent->model->DrawAddWaterPlanes(ent);
5066         }
5067 }
5068
5069 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5070
5071 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5072 {
5073         if (r_hdr_irisadaptation.integer)
5074         {
5075                 vec3_t p;
5076                 vec3_t ambient;
5077                 vec3_t diffuse;
5078                 vec3_t diffusenormal;
5079                 vec3_t forward;
5080                 vec_t brightness = 0.0f;
5081                 vec_t goal;
5082                 vec_t current;
5083                 vec_t d;
5084                 int c;
5085                 VectorCopy(r_refdef.view.forward, forward);
5086                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5087                 {
5088                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5089                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5090                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5091                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5092                         d = DotProduct(forward, diffusenormal);
5093                         brightness += VectorLength(ambient);
5094                         if (d > 0)
5095                                 brightness += d * VectorLength(diffuse);
5096                 }
5097                 brightness *= 1.0f / c;
5098                 brightness += 0.00001f; // make sure it's never zero
5099                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5100                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5101                 current = r_hdr_irisadaptation_value.value;
5102                 if (current < goal)
5103                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5104                 else if (current > goal)
5105                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5106                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5107                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5108         }
5109         else if (r_hdr_irisadaptation_value.value != 1.0f)
5110                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5111 }
5112
5113 static void R_View_SetFrustum(const int *scissor)
5114 {
5115         int i;
5116         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5117         vec3_t forward, left, up, origin, v;
5118
5119         if(scissor)
5120         {
5121                 // flipped x coordinates (because x points left here)
5122                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5123                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5124
5125                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5126                 switch(vid.renderpath)
5127                 {
5128                         case RENDERPATH_D3D9:
5129                         case RENDERPATH_D3D10:
5130                         case RENDERPATH_D3D11:
5131                                 // non-flipped y coordinates
5132                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5133                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5134                                 break;
5135                         case RENDERPATH_SOFT:
5136                         case RENDERPATH_GL11:
5137                         case RENDERPATH_GL13:
5138                         case RENDERPATH_GL20:
5139                         case RENDERPATH_GLES1:
5140                         case RENDERPATH_GLES2:
5141                                 // non-flipped y coordinates
5142                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5143                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5144                                 break;
5145                 }
5146         }
5147
5148         // we can't trust r_refdef.view.forward and friends in reflected scenes
5149         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5150
5151 #if 0
5152         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5153         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5154         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5155         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5156         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5157         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5158         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5159         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5160         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5161         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5162         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5163         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5164 #endif
5165
5166 #if 0
5167         zNear = r_refdef.nearclip;
5168         nudge = 1.0 - 1.0 / (1<<23);
5169         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5170         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5171         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5172         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5173         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5174         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5175         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5176         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5177 #endif
5178
5179
5180
5181 #if 0
5182         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5183         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5184         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5185         r_refdef.view.frustum[0].dist = m[15] - m[12];
5186
5187         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5188         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5189         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5190         r_refdef.view.frustum[1].dist = m[15] + m[12];
5191
5192         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5193         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5194         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5195         r_refdef.view.frustum[2].dist = m[15] - m[13];
5196
5197         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5198         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5199         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5200         r_refdef.view.frustum[3].dist = m[15] + m[13];
5201
5202         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5203         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5204         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5205         r_refdef.view.frustum[4].dist = m[15] - m[14];
5206
5207         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5208         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5209         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5210         r_refdef.view.frustum[5].dist = m[15] + m[14];
5211 #endif
5212
5213         if (r_refdef.view.useperspective)
5214         {
5215                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5216                 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]);
5217                 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]);
5218                 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]);
5219                 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]);
5220
5221                 // then the normals from the corners relative to origin
5222                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5223                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5224                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5225                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5226
5227                 // in a NORMAL view, forward cross left == up
5228                 // in a REFLECTED view, forward cross left == down
5229                 // so our cross products above need to be adjusted for a left handed coordinate system
5230                 CrossProduct(forward, left, v);
5231                 if(DotProduct(v, up) < 0)
5232                 {
5233                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5234                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5235                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5236                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5237                 }
5238
5239                 // Leaving those out was a mistake, those were in the old code, and they
5240                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5241                 // I couldn't reproduce it after adding those normalizations. --blub
5242                 VectorNormalize(r_refdef.view.frustum[0].normal);
5243                 VectorNormalize(r_refdef.view.frustum[1].normal);
5244                 VectorNormalize(r_refdef.view.frustum[2].normal);
5245                 VectorNormalize(r_refdef.view.frustum[3].normal);
5246
5247                 // make the corners absolute
5248                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5249                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5250                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5251                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5252
5253                 // one more normal
5254                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5255
5256                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5257                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5258                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5259                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5260                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5261         }
5262         else
5263         {
5264                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5265                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5266                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5267                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5268                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5269                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5270                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5271                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5272                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5273                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5274         }
5275         r_refdef.view.numfrustumplanes = 5;
5276
5277         if (r_refdef.view.useclipplane)
5278         {
5279                 r_refdef.view.numfrustumplanes = 6;
5280                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5281         }
5282
5283         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5284                 PlaneClassify(r_refdef.view.frustum + i);
5285
5286         // LordHavoc: note to all quake engine coders, Quake had a special case
5287         // for 90 degrees which assumed a square view (wrong), so I removed it,
5288         // Quake2 has it disabled as well.
5289
5290         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5291         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5292         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5293         //PlaneClassify(&frustum[0]);
5294
5295         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5296         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5297         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5298         //PlaneClassify(&frustum[1]);
5299
5300         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5301         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5302         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5303         //PlaneClassify(&frustum[2]);
5304
5305         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5306         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5307         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5308         //PlaneClassify(&frustum[3]);
5309
5310         // nearclip plane
5311         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5312         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5313         //PlaneClassify(&frustum[4]);
5314 }
5315
5316 void R_View_UpdateWithScissor(const int *myscissor)
5317 {
5318         R_Main_ResizeViewCache();
5319         R_View_SetFrustum(myscissor);
5320         R_View_WorldVisibility(r_refdef.view.useclipplane);
5321         R_View_UpdateEntityVisible();
5322         R_View_UpdateEntityLighting();
5323         R_AnimCache_CacheVisibleEntities();
5324 }
5325
5326 void R_View_Update(void)
5327 {
5328         R_Main_ResizeViewCache();
5329         R_View_SetFrustum(NULL);
5330         R_View_WorldVisibility(r_refdef.view.useclipplane);
5331         R_View_UpdateEntityVisible();
5332         R_View_UpdateEntityLighting();
5333         R_AnimCache_CacheVisibleEntities();
5334 }
5335
5336 float viewscalefpsadjusted = 1.0f;
5337
5338 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5339 {
5340         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5341         scale = bound(0.03125f, scale, 1.0f);
5342         *outwidth = (int)ceil(width * scale);
5343         *outheight = (int)ceil(height * scale);
5344 }
5345
5346 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5347 {
5348         const float *customclipplane = NULL;
5349         float plane[4];
5350         int scaledwidth, scaledheight;
5351         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5352         {
5353                 // LordHavoc: couldn't figure out how to make this approach the
5354                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5355                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5356                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5357                         dist = r_refdef.view.clipplane.dist;
5358                 plane[0] = r_refdef.view.clipplane.normal[0];
5359                 plane[1] = r_refdef.view.clipplane.normal[1];
5360                 plane[2] = r_refdef.view.clipplane.normal[2];
5361                 plane[3] = -dist;
5362                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5363         }
5364
5365         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5366         if (!r_refdef.view.useperspective)
5367                 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);
5368         else if (vid.stencil && r_useinfinitefarclip.integer)
5369                 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);
5370         else
5371                 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);
5372         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5373         R_SetViewport(&r_refdef.view.viewport);
5374         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5375         {
5376                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5377                 float screenplane[4];
5378                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5379                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5380                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5381                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5382                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5383         }
5384 }
5385
5386 void R_EntityMatrix(const matrix4x4_t *matrix)
5387 {
5388         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5389         {
5390                 gl_modelmatrixchanged = false;
5391                 gl_modelmatrix = *matrix;
5392                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5393                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5394                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5395                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5396                 CHECKGLERROR
5397                 switch(vid.renderpath)
5398                 {
5399                 case RENDERPATH_D3D9:
5400 #ifdef SUPPORTD3D
5401                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5402                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5403 #endif
5404                         break;
5405                 case RENDERPATH_D3D10:
5406                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5407                         break;
5408                 case RENDERPATH_D3D11:
5409                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5410                         break;
5411                 case RENDERPATH_GL11:
5412                 case RENDERPATH_GL13:
5413                 case RENDERPATH_GLES1:
5414                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5415                         break;
5416                 case RENDERPATH_SOFT:
5417                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5418                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5419                         break;
5420                 case RENDERPATH_GL20:
5421                 case RENDERPATH_GLES2:
5422                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5423                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5424                         break;
5425                 }
5426         }
5427 }
5428
5429 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5430 {
5431         r_viewport_t viewport;
5432         DrawQ_Finish();
5433
5434         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5435         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);
5436         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5437         R_SetViewport(&viewport);
5438         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5439         GL_Color(1, 1, 1, 1);
5440         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5441         GL_BlendFunc(GL_ONE, GL_ZERO);
5442         GL_ScissorTest(false);
5443         GL_DepthMask(false);
5444         GL_DepthRange(0, 1);
5445         GL_DepthTest(false);
5446         GL_DepthFunc(GL_LEQUAL);
5447         R_EntityMatrix(&identitymatrix);
5448         R_Mesh_ResetTextureState();
5449         GL_PolygonOffset(0, 0);
5450         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5451         switch(vid.renderpath)
5452         {
5453         case RENDERPATH_GL11:
5454         case RENDERPATH_GL13:
5455         case RENDERPATH_GL20:
5456         case RENDERPATH_GLES1:
5457         case RENDERPATH_GLES2:
5458                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5459                 break;
5460         case RENDERPATH_D3D9:
5461         case RENDERPATH_D3D10:
5462         case RENDERPATH_D3D11:
5463         case RENDERPATH_SOFT:
5464                 break;
5465         }
5466         GL_CullFace(GL_NONE);
5467 }
5468
5469 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5470 {
5471         DrawQ_Finish();
5472
5473         R_SetupView(true, fbo, depthtexture, colortexture);
5474         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5475         GL_Color(1, 1, 1, 1);
5476         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5477         GL_BlendFunc(GL_ONE, GL_ZERO);
5478         GL_ScissorTest(true);
5479         GL_DepthMask(true);
5480         GL_DepthRange(0, 1);
5481         GL_DepthTest(true);
5482         GL_DepthFunc(GL_LEQUAL);
5483         R_EntityMatrix(&identitymatrix);
5484         R_Mesh_ResetTextureState();
5485         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5486         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5487         switch(vid.renderpath)
5488         {
5489         case RENDERPATH_GL11:
5490         case RENDERPATH_GL13:
5491         case RENDERPATH_GL20:
5492         case RENDERPATH_GLES1:
5493         case RENDERPATH_GLES2:
5494                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5495                 break;
5496         case RENDERPATH_D3D9:
5497         case RENDERPATH_D3D10:
5498         case RENDERPATH_D3D11:
5499         case RENDERPATH_SOFT:
5500                 break;
5501         }
5502         GL_CullFace(r_refdef.view.cullface_back);
5503 }
5504
5505 /*
5506 ================
5507 R_RenderView_UpdateViewVectors
5508 ================
5509 */
5510 static void R_RenderView_UpdateViewVectors(void)
5511 {
5512         // break apart the view matrix into vectors for various purposes
5513         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5514         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5515         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5516         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5517         // make an inverted copy of the view matrix for tracking sprites
5518         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5519 }
5520
5521 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5522 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5523
5524 static void R_Water_StartFrame(void)
5525 {
5526         int i;
5527         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5528         r_waterstate_waterplane_t *p;
5529         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5530
5531         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5532                 return;
5533
5534         switch(vid.renderpath)
5535         {
5536         case RENDERPATH_GL20:
5537         case RENDERPATH_D3D9:
5538         case RENDERPATH_D3D10:
5539         case RENDERPATH_D3D11:
5540         case RENDERPATH_SOFT:
5541         case RENDERPATH_GLES2:
5542                 break;
5543         case RENDERPATH_GL11:
5544         case RENDERPATH_GL13:
5545         case RENDERPATH_GLES1:
5546                 return;
5547         }
5548
5549         // set waterwidth and waterheight to the water resolution that will be
5550         // used (often less than the screen resolution for faster rendering)
5551         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5552
5553         // calculate desired texture sizes
5554         // can't use water if the card does not support the texture size
5555         if (!r_water.integer || r_showsurfaces.integer)
5556                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5557         else if (vid.support.arb_texture_non_power_of_two)
5558         {
5559                 texturewidth = waterwidth;
5560                 textureheight = waterheight;
5561                 camerawidth = waterwidth;
5562                 cameraheight = waterheight;
5563         }
5564         else
5565         {
5566                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5567                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5568                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5569                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5570         }
5571
5572         // allocate textures as needed
5573         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5574         {
5575                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5576                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5577                 {
5578                         if (p->texture_refraction)
5579                                 R_FreeTexture(p->texture_refraction);
5580                         p->texture_refraction = NULL;
5581                         if (p->fbo_refraction)
5582                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5583                         p->fbo_refraction = 0;
5584                         if (p->texture_reflection)
5585                                 R_FreeTexture(p->texture_reflection);
5586                         p->texture_reflection = NULL;
5587                         if (p->fbo_reflection)
5588                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5589                         p->fbo_reflection = 0;
5590                         if (p->texture_camera)
5591                                 R_FreeTexture(p->texture_camera);
5592                         p->texture_camera = NULL;
5593                         if (p->fbo_camera)
5594                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5595                         p->fbo_camera = 0;
5596                 }
5597                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5598                 r_fb.water.texturewidth = texturewidth;
5599                 r_fb.water.textureheight = textureheight;
5600                 r_fb.water.camerawidth = camerawidth;
5601                 r_fb.water.cameraheight = cameraheight;
5602         }
5603
5604         if (r_fb.water.texturewidth)
5605         {
5606                 int scaledwidth, scaledheight;
5607
5608                 r_fb.water.enabled = true;
5609
5610                 // water resolution is usually reduced
5611                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5612                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5613                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5614
5615                 // set up variables that will be used in shader setup
5616                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5617                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5618                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5619                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5620         }
5621
5622         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5623         r_fb.water.numwaterplanes = 0;
5624 }
5625
5626 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5627 {
5628         int planeindex, bestplaneindex, vertexindex;
5629         vec3_t mins, maxs, normal, center, v, n;
5630         vec_t planescore, bestplanescore;
5631         mplane_t plane;
5632         r_waterstate_waterplane_t *p;
5633         texture_t *t = R_GetCurrentTexture(surface->texture);
5634
5635         rsurface.texture = t;
5636         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5637         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5638         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5639                 return;
5640         // average the vertex normals, find the surface bounds (after deformvertexes)
5641         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5642         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5643         VectorCopy(n, normal);
5644         VectorCopy(v, mins);
5645         VectorCopy(v, maxs);
5646         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5647         {
5648                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5649                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5650                 VectorAdd(normal, n, normal);
5651                 mins[0] = min(mins[0], v[0]);
5652                 mins[1] = min(mins[1], v[1]);
5653                 mins[2] = min(mins[2], v[2]);
5654                 maxs[0] = max(maxs[0], v[0]);
5655                 maxs[1] = max(maxs[1], v[1]);
5656                 maxs[2] = max(maxs[2], v[2]);
5657         }
5658         VectorNormalize(normal);
5659         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5660
5661         VectorCopy(normal, plane.normal);
5662         VectorNormalize(plane.normal);
5663         plane.dist = DotProduct(center, plane.normal);
5664         PlaneClassify(&plane);
5665         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5666         {
5667                 // skip backfaces (except if nocullface is set)
5668 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5669 //                      return;
5670                 VectorNegate(plane.normal, plane.normal);
5671                 plane.dist *= -1;
5672                 PlaneClassify(&plane);
5673         }
5674
5675
5676         // find a matching plane if there is one
5677         bestplaneindex = -1;
5678         bestplanescore = 1048576.0f;
5679         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5680         {
5681                 if(p->camera_entity == t->camera_entity)
5682                 {
5683                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5684                         if (bestplaneindex < 0 || bestplanescore > planescore)
5685                         {
5686                                 bestplaneindex = planeindex;
5687                                 bestplanescore = planescore;
5688                         }
5689                 }
5690         }
5691         planeindex = bestplaneindex;
5692         p = r_fb.water.waterplanes + planeindex;
5693
5694         // if this surface does not fit any known plane rendered this frame, add one
5695         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5696         {
5697                 // store the new plane
5698                 planeindex = r_fb.water.numwaterplanes++;
5699                 p = r_fb.water.waterplanes + planeindex;
5700                 p->plane = plane;
5701                 // clear materialflags and pvs
5702                 p->materialflags = 0;
5703                 p->pvsvalid = false;
5704                 p->camera_entity = t->camera_entity;
5705                 VectorCopy(mins, p->mins);
5706                 VectorCopy(maxs, p->maxs);
5707         }
5708         else
5709         {
5710                 // merge mins/maxs when we're adding this surface to the plane
5711                 p->mins[0] = min(p->mins[0], mins[0]);
5712                 p->mins[1] = min(p->mins[1], mins[1]);
5713                 p->mins[2] = min(p->mins[2], mins[2]);
5714                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5715                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5716                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5717         }
5718         // merge this surface's materialflags into the waterplane
5719         p->materialflags |= t->currentmaterialflags;
5720         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5721         {
5722                 // merge this surface's PVS into the waterplane
5723                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5724                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5725                 {
5726                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5727                         p->pvsvalid = true;
5728                 }
5729         }
5730 }
5731
5732 extern cvar_t r_drawparticles;
5733 extern cvar_t r_drawdecals;
5734
5735 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5736 {
5737         int myscissor[4];
5738         r_refdef_view_t originalview;
5739         r_refdef_view_t myview;
5740         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;
5741         r_waterstate_waterplane_t *p;
5742         vec3_t visorigin;
5743         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5744
5745         originalview = r_refdef.view;
5746
5747         // lowquality hack, temporarily shut down some cvars and restore afterwards
5748         qualityreduction = r_water_lowquality.integer;
5749         if (qualityreduction > 0)
5750         {
5751                 if (qualityreduction >= 1)
5752                 {
5753                         old_r_shadows = r_shadows.integer;
5754                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5755                         old_r_dlight = r_shadow_realtime_dlight.integer;
5756                         Cvar_SetValueQuick(&r_shadows, 0);
5757                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5758                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5759                 }
5760                 if (qualityreduction >= 2)
5761                 {
5762                         old_r_dynamic = r_dynamic.integer;
5763                         old_r_particles = r_drawparticles.integer;
5764                         old_r_decals = r_drawdecals.integer;
5765                         Cvar_SetValueQuick(&r_dynamic, 0);
5766                         Cvar_SetValueQuick(&r_drawparticles, 0);
5767                         Cvar_SetValueQuick(&r_drawdecals, 0);
5768                 }
5769         }
5770
5771         // make sure enough textures are allocated
5772         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5773         {
5774                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5775                 {
5776                         if (!p->texture_refraction)
5777                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5778                         if (!p->texture_refraction)
5779                                 goto error;
5780                         if (usewaterfbo)
5781                         {
5782                                 if (r_fb.water.depthtexture == NULL)
5783                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5784                                 if (p->fbo_refraction == 0)
5785                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5786                         }
5787                 }
5788                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5789                 {
5790                         if (!p->texture_camera)
5791                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5792                         if (!p->texture_camera)
5793                                 goto error;
5794                         if (usewaterfbo)
5795                         {
5796                                 if (r_fb.water.depthtexture == NULL)
5797                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5798                                 if (p->fbo_camera == 0)
5799                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5800                         }
5801                 }
5802
5803                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5804                 {
5805                         if (!p->texture_reflection)
5806                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5807                         if (!p->texture_reflection)
5808                                 goto error;
5809                         if (usewaterfbo)
5810                         {
5811                                 if (r_fb.water.depthtexture == NULL)
5812                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5813                                 if (p->fbo_reflection == 0)
5814                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5815                         }
5816                 }
5817         }
5818
5819         // render views
5820         r_refdef.view = originalview;
5821         r_refdef.view.showdebug = false;
5822         r_refdef.view.width = r_fb.water.waterwidth;
5823         r_refdef.view.height = r_fb.water.waterheight;
5824         r_refdef.view.useclipplane = true;
5825         myview = r_refdef.view;
5826         r_fb.water.renderingscene = true;
5827         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5828         {
5829                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5830                 {
5831                         r_refdef.view = myview;
5832                         if(r_water_scissormode.integer)
5833                         {
5834                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5835                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5836                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5837                         }
5838
5839                         // render reflected scene and copy into texture
5840                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5841                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5842                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5843                         r_refdef.view.clipplane = p->plane;
5844                         // reverse the cullface settings for this render
5845                         r_refdef.view.cullface_front = GL_FRONT;
5846                         r_refdef.view.cullface_back = GL_BACK;
5847                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5848                         {
5849                                 r_refdef.view.usecustompvs = true;
5850                                 if (p->pvsvalid)
5851                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5852                                 else
5853                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5854                         }
5855
5856                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5857                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5858                         R_ClearScreen(r_refdef.fogenabled);
5859                         if(r_water_scissormode.integer & 2)
5860                                 R_View_UpdateWithScissor(myscissor);
5861                         else
5862                                 R_View_Update();
5863                         if(r_water_scissormode.integer & 1)
5864                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5865                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5866
5867                         if (!p->fbo_reflection)
5868                                 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);
5869                         r_fb.water.hideplayer = false;
5870                 }
5871
5872                 // render the normal view scene and copy into texture
5873                 // (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)
5874                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5875                 {
5876                         r_refdef.view = myview;
5877                         if(r_water_scissormode.integer)
5878                         {
5879                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5880                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5881                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5882                         }
5883
5884                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5885
5886                         r_refdef.view.clipplane = p->plane;
5887                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5888                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5889
5890                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5891                         {
5892                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5893                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5894                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5895                                 R_RenderView_UpdateViewVectors();
5896                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5897                                 {
5898                                         r_refdef.view.usecustompvs = true;
5899                                         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);
5900                                 }
5901                         }
5902
5903                         PlaneClassify(&r_refdef.view.clipplane);
5904
5905                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5906                         R_ClearScreen(r_refdef.fogenabled);
5907                         if(r_water_scissormode.integer & 2)
5908                                 R_View_UpdateWithScissor(myscissor);
5909                         else
5910                                 R_View_Update();
5911                         if(r_water_scissormode.integer & 1)
5912                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5913                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5914
5915                         if (!p->fbo_refraction)
5916                                 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);
5917                         r_fb.water.hideplayer = false;
5918                 }
5919                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5920                 {
5921                         r_refdef.view = myview;
5922
5923                         r_refdef.view.clipplane = p->plane;
5924                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5925                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5926
5927                         r_refdef.view.width = r_fb.water.camerawidth;
5928                         r_refdef.view.height = r_fb.water.cameraheight;
5929                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5930                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5931                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5932                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5933
5934                         if(p->camera_entity)
5935                         {
5936                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5937                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5938                         }
5939
5940                         // note: all of the view is used for displaying... so
5941                         // there is no use in scissoring
5942
5943                         // reverse the cullface settings for this render
5944                         r_refdef.view.cullface_front = GL_FRONT;
5945                         r_refdef.view.cullface_back = GL_BACK;
5946                         // also reverse the view matrix
5947                         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
5948                         R_RenderView_UpdateViewVectors();
5949                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5950                         {
5951                                 r_refdef.view.usecustompvs = true;
5952                                 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);
5953                         }
5954                         
5955                         // camera needs no clipplane
5956                         r_refdef.view.useclipplane = false;
5957
5958                         PlaneClassify(&r_refdef.view.clipplane);
5959
5960                         r_fb.water.hideplayer = false;
5961
5962                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5963                         R_ClearScreen(r_refdef.fogenabled);
5964                         R_View_Update();
5965                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5966
5967                         if (!p->fbo_camera)
5968                                 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);
5969                         r_fb.water.hideplayer = false;
5970                 }
5971
5972         }
5973         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5974         r_fb.water.renderingscene = false;
5975         r_refdef.view = originalview;
5976         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5977         if (!r_fb.water.depthtexture)
5978                 R_ClearScreen(r_refdef.fogenabled);
5979         R_View_Update();
5980         goto finish;
5981 error:
5982         r_refdef.view = originalview;
5983         r_fb.water.renderingscene = false;
5984         Cvar_SetValueQuick(&r_water, 0);
5985         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5986 finish:
5987         // lowquality hack, restore cvars
5988         if (qualityreduction > 0)
5989         {
5990                 if (qualityreduction >= 1)
5991                 {
5992                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5993                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5994                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5995                 }
5996                 if (qualityreduction >= 2)
5997                 {
5998                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5999                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6000                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6001                 }
6002         }
6003 }
6004
6005 void R_Bloom_StartFrame(void)
6006 {
6007         int i;
6008         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6009         int viewwidth, viewheight;
6010         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6011         textype_t textype = TEXTYPE_COLORBUFFER;
6012
6013         switch (vid.renderpath)
6014         {
6015         case RENDERPATH_GL20:
6016         case RENDERPATH_GLES2:
6017                 if (vid.support.ext_framebuffer_object)
6018                 {
6019                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6020                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6021                 }
6022                 break;
6023         case RENDERPATH_GL11:
6024         case RENDERPATH_GL13:
6025         case RENDERPATH_GLES1:
6026         case RENDERPATH_D3D9:
6027         case RENDERPATH_D3D10:
6028         case RENDERPATH_D3D11:
6029         case RENDERPATH_SOFT:
6030                 break;
6031         }
6032
6033         if (r_viewscale_fpsscaling.integer)
6034         {
6035                 double actualframetime;
6036                 double targetframetime;
6037                 double adjust;
6038                 actualframetime = r_refdef.lastdrawscreentime;
6039                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6040                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6041                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6042                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6043                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6044                 viewscalefpsadjusted += adjust;
6045                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6046         }
6047         else
6048                 viewscalefpsadjusted = 1.0f;
6049
6050         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6051
6052         switch(vid.renderpath)
6053         {
6054         case RENDERPATH_GL20:
6055         case RENDERPATH_D3D9:
6056         case RENDERPATH_D3D10:
6057         case RENDERPATH_D3D11:
6058         case RENDERPATH_SOFT:
6059         case RENDERPATH_GLES2:
6060                 break;
6061         case RENDERPATH_GL11:
6062         case RENDERPATH_GL13:
6063         case RENDERPATH_GLES1:
6064                 return;
6065         }
6066
6067         // set bloomwidth and bloomheight to the bloom resolution that will be
6068         // used (often less than the screen resolution for faster rendering)
6069         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6070         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6071         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6072         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6073         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6074
6075         // calculate desired texture sizes
6076         if (vid.support.arb_texture_non_power_of_two)
6077         {
6078                 screentexturewidth = vid.width;
6079                 screentextureheight = vid.height;
6080                 bloomtexturewidth = r_fb.bloomwidth;
6081                 bloomtextureheight = r_fb.bloomheight;
6082         }
6083         else
6084         {
6085                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6086                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6087                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6088                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6089         }
6090
6091         if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6092         {
6093                 Cvar_SetValueQuick(&r_bloom, 0);
6094                 Cvar_SetValueQuick(&r_motionblur, 0);
6095                 Cvar_SetValueQuick(&r_damageblur, 0);
6096         }
6097
6098         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6099          && !r_bloom.integer
6100          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6101          && !useviewfbo
6102          && r_viewscale.value == 1.0f
6103          && !r_viewscale_fpsscaling.integer)
6104                 screentexturewidth = screentextureheight = 0;
6105         if (!r_bloom.integer)
6106                 bloomtexturewidth = bloomtextureheight = 0;
6107
6108         // allocate textures as needed
6109         if (r_fb.screentexturewidth != screentexturewidth
6110          || r_fb.screentextureheight != screentextureheight
6111          || r_fb.bloomtexturewidth != bloomtexturewidth
6112          || r_fb.bloomtextureheight != bloomtextureheight
6113          || r_fb.textype != textype
6114          || useviewfbo != (r_fb.fbo != 0))
6115         {
6116                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6117                 {
6118                         if (r_fb.bloomtexture[i])
6119                                 R_FreeTexture(r_fb.bloomtexture[i]);
6120                         r_fb.bloomtexture[i] = NULL;
6121
6122                         if (r_fb.bloomfbo[i])
6123                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6124                         r_fb.bloomfbo[i] = 0;
6125                 }
6126
6127                 if (r_fb.fbo)
6128                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6129                 r_fb.fbo = 0;
6130
6131                 if (r_fb.colortexture)
6132                         R_FreeTexture(r_fb.colortexture);
6133                 r_fb.colortexture = NULL;
6134
6135                 if (r_fb.depthtexture)
6136                         R_FreeTexture(r_fb.depthtexture);
6137                 r_fb.depthtexture = NULL;
6138
6139                 if (r_fb.ghosttexture)
6140                         R_FreeTexture(r_fb.ghosttexture);
6141                 r_fb.ghosttexture = NULL;
6142
6143                 r_fb.screentexturewidth = screentexturewidth;
6144                 r_fb.screentextureheight = screentextureheight;
6145                 r_fb.bloomtexturewidth = bloomtexturewidth;
6146                 r_fb.bloomtextureheight = bloomtextureheight;
6147                 r_fb.textype = textype;
6148
6149                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6150                 {
6151                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6152                                 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6153                         r_fb.ghosttexture_valid = false;
6154                         r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6155                         if (useviewfbo)
6156                         {
6157                                 // FIXME: choose depth bits based on a cvar
6158                                 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6159                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6160                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6161 #ifndef USE_GLES2
6162                                 // render depth into one texture and color into the other
6163                                 if (qglDrawBuffer)
6164                                 {
6165                                         int status;
6166                                         qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6167                                         qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6168                                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6169                                         if (status != GL_FRAMEBUFFER_COMPLETE)
6170                                                 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6171                                 }
6172 #endif
6173                         }
6174                 }
6175
6176                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6177                 {
6178                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6179                         {
6180                                 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6181                                 if (useviewfbo)
6182                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6183                         }
6184                 }
6185         }
6186
6187         // bloom texture is a different resolution
6188         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6189         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6190         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6191         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6192         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6193
6194         // set up a texcoord array for the full resolution screen image
6195         // (we have to keep this around to copy back during final render)
6196         r_fb.screentexcoord2f[0] = 0;
6197         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6198         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6199         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6200         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6201         r_fb.screentexcoord2f[5] = 0;
6202         r_fb.screentexcoord2f[6] = 0;
6203         r_fb.screentexcoord2f[7] = 0;
6204
6205         // set up a texcoord array for the reduced resolution bloom image
6206         // (which will be additive blended over the screen image)
6207         r_fb.bloomtexcoord2f[0] = 0;
6208         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6209         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6210         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6211         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6212         r_fb.bloomtexcoord2f[5] = 0;
6213         r_fb.bloomtexcoord2f[6] = 0;
6214         r_fb.bloomtexcoord2f[7] = 0;
6215
6216         switch(vid.renderpath)
6217         {
6218         case RENDERPATH_GL11:
6219         case RENDERPATH_GL13:
6220         case RENDERPATH_GL20:
6221         case RENDERPATH_SOFT:
6222         case RENDERPATH_GLES1:
6223         case RENDERPATH_GLES2:
6224                 break;
6225         case RENDERPATH_D3D9:
6226         case RENDERPATH_D3D10:
6227         case RENDERPATH_D3D11:
6228                 {
6229                         int i;
6230                         for (i = 0;i < 4;i++)
6231                         {
6232                                 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6233                                 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6234                                 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6235                                 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6236                         }
6237                 }
6238                 break;
6239         }
6240
6241         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6242
6243         if (r_fb.fbo)
6244                 r_refdef.view.clear = true;
6245 }
6246
6247 void R_Bloom_MakeTexture(void)
6248 {
6249         int x, range, dir;
6250         float xoffset, yoffset, r, brighten;
6251         rtexture_t *intex;
6252         float colorscale = r_bloom_colorscale.value;
6253
6254         r_refdef.stats.bloom++;
6255
6256         if (!r_fb.fbo)
6257         {
6258                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6259                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6260         }
6261
6262         // scale down screen texture to the bloom texture size
6263         CHECKGLERROR
6264         r_fb.bloomindex = 0;
6265         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6266         R_SetViewport(&r_fb.bloomviewport);
6267         GL_BlendFunc(GL_ONE, GL_ZERO);
6268         GL_Color(colorscale, colorscale, colorscale, 1);
6269         // 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...
6270         switch(vid.renderpath)
6271         {
6272         case RENDERPATH_GL11:
6273         case RENDERPATH_GL13:
6274         case RENDERPATH_GL20:
6275         case RENDERPATH_GLES1:
6276         case RENDERPATH_GLES2:
6277         case RENDERPATH_SOFT:
6278                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6279                 break;
6280         case RENDERPATH_D3D9:
6281         case RENDERPATH_D3D10:
6282         case RENDERPATH_D3D11:
6283                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6284                 break;
6285         }
6286         // TODO: do boxfilter scale-down in shader?
6287         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6288         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6289         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6290
6291         // we now have a properly scaled bloom image
6292         if (!r_fb.bloomfbo[r_fb.bloomindex])
6293         {
6294                 // copy it into the bloom texture
6295                 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6296                 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6297         }
6298
6299         // multiply bloom image by itself as many times as desired
6300         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6301         {
6302                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6303                 r_fb.bloomindex ^= 1;
6304                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6305                 x *= 2;
6306                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6307                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6308                 GL_Color(r,r,r,1);
6309                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6310                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6311                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6312                 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6313
6314                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6315                 {
6316                         // copy the darkened image to a texture
6317                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6318                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6319                 }
6320         }
6321
6322         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6323         brighten = r_bloom_brighten.value;
6324         brighten = sqrt(brighten);
6325         if(range >= 1)
6326                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6327
6328         for (dir = 0;dir < 2;dir++)
6329         {
6330                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6331                 r_fb.bloomindex ^= 1;
6332                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6333                 // blend on at multiple vertical offsets to achieve a vertical blur
6334                 // TODO: do offset blends using GLSL
6335                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6336                 GL_BlendFunc(GL_ONE, GL_ZERO);
6337                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6338                 for (x = -range;x <= range;x++)
6339                 {
6340                         if (!dir){xoffset = 0;yoffset = x;}
6341                         else {xoffset = x;yoffset = 0;}
6342                         xoffset /= (float)r_fb.bloomtexturewidth;
6343                         yoffset /= (float)r_fb.bloomtextureheight;
6344                         // compute a texcoord array with the specified x and y offset
6345                         r_fb.offsettexcoord2f[0] = xoffset+0;
6346                         r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6347                         r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6348                         r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6349                         r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6350                         r_fb.offsettexcoord2f[5] = yoffset+0;
6351                         r_fb.offsettexcoord2f[6] = xoffset+0;
6352                         r_fb.offsettexcoord2f[7] = yoffset+0;
6353                         // this r value looks like a 'dot' particle, fading sharply to
6354                         // black at the edges
6355                         // (probably not realistic but looks good enough)
6356                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6357                         //r = brighten/(range*2+1);
6358                         r = brighten / (range * 2 + 1);
6359                         if(range >= 1)
6360                                 r *= (1 - x*x/(float)(range*range));
6361                         GL_Color(r, r, r, 1);
6362                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6363                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6364                         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6365                         GL_BlendFunc(GL_ONE, GL_ONE);
6366                 }
6367
6368                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6369                 {
6370                         // copy the vertically or horizontally blurred bloom view to a texture
6371                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6372                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6373                 }
6374         }
6375 }
6376
6377 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6378 {
6379         unsigned int permutation;
6380         float uservecs[4][4];
6381
6382         switch (vid.renderpath)
6383         {
6384         case RENDERPATH_GL20:
6385         case RENDERPATH_D3D9:
6386         case RENDERPATH_D3D10:
6387         case RENDERPATH_D3D11:
6388         case RENDERPATH_SOFT:
6389         case RENDERPATH_GLES2:
6390                 permutation =
6391                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6392                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6393                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6394                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6395                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6396
6397                 if (r_fb.colortexture)
6398                 {
6399                         if (!r_fb.fbo)
6400                         {
6401                                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6402                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6403                         }
6404
6405                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6406                         {
6407                                 // declare variables
6408                                 float blur_factor, blur_mouseaccel, blur_velocity;
6409                                 static float blur_average; 
6410                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6411
6412                                 // set a goal for the factoring
6413                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6414                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6415                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6416                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6417                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6418                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6419
6420                                 // from the goal, pick an averaged value between goal and last value
6421                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6422                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6423
6424                                 // enforce minimum amount of blur 
6425                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6426
6427                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6428
6429                                 // calculate values into a standard alpha
6430                                 cl.motionbluralpha = 1 - exp(-
6431                                                 (
6432                                                  (r_motionblur.value * blur_factor / 80)
6433                                                  +
6434                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6435                                                 )
6436                                                 /
6437                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6438                                           );
6439
6440                                 // randomization for the blur value to combat persistent ghosting
6441                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6442                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6443
6444                                 // apply the blur
6445                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6446                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6447                                 {
6448                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6449                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6450                                         switch(vid.renderpath)
6451                                         {
6452                                         case RENDERPATH_GL11:
6453                                         case RENDERPATH_GL13:
6454                                         case RENDERPATH_GL20:
6455                                         case RENDERPATH_GLES1:
6456                                         case RENDERPATH_GLES2:
6457                                         case RENDERPATH_SOFT:
6458                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6459                                                 break;
6460                                         case RENDERPATH_D3D9:
6461                                         case RENDERPATH_D3D10:
6462                                         case RENDERPATH_D3D11:
6463                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6464                                                 break;
6465                                         }
6466                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6467                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6468                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6469                                 }
6470
6471                                 // updates old view angles for next pass
6472                                 VectorCopy(cl.viewangles, blur_oldangles);
6473
6474                                 // copy view into the ghost texture
6475                                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6476                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6477                                 r_fb.ghosttexture_valid = true;
6478                         }
6479                 }
6480                 else
6481                 {
6482                         // no r_fb.colortexture means we're rendering to the real fb
6483                         // we may still have to do view tint...
6484                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6485                         {
6486                                 // apply a color tint to the whole view
6487                                 R_ResetViewRendering2D(0, NULL, NULL);
6488                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6489                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6490                                 R_SetupShader_Generic_NoTexture(false, true);
6491                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6492                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6493                         }
6494                         break; // no screen processing, no bloom, skip it
6495                 }
6496
6497                 if (r_fb.bloomtexture[0])
6498                 {
6499                         // make the bloom texture
6500                         R_Bloom_MakeTexture();
6501                 }
6502
6503 #if _MSC_VER >= 1400
6504 #define sscanf sscanf_s
6505 #endif
6506                 memset(uservecs, 0, sizeof(uservecs));
6507                 if (r_glsl_postprocess_uservec1_enable.integer)
6508                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6509                 if (r_glsl_postprocess_uservec2_enable.integer)
6510                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6511                 if (r_glsl_postprocess_uservec3_enable.integer)
6512                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6513                 if (r_glsl_postprocess_uservec4_enable.integer)
6514                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6515
6516                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6517                 GL_Color(1, 1, 1, 1);
6518                 GL_BlendFunc(GL_ONE, GL_ZERO);
6519
6520                 switch(vid.renderpath)
6521                 {
6522                 case RENDERPATH_GL20:
6523                 case RENDERPATH_GLES2:
6524                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6525                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6526                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6527                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6528                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6529                         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]);
6530                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6531                         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]);
6532                         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]);
6533                         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]);
6534                         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]);
6535                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6536                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6537                         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);
6538                         break;
6539                 case RENDERPATH_D3D9:
6540 #ifdef SUPPORTD3D
6541                         // 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...
6542                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6543                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6544                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6545                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture);
6546                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6547                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6548                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6549                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6550                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6551                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6552                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6553                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6554                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6555                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6556 #endif
6557                         break;
6558                 case RENDERPATH_D3D10:
6559                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6560                         break;
6561                 case RENDERPATH_D3D11:
6562                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6563                         break;
6564                 case RENDERPATH_SOFT:
6565                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6566                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6567                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6568                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6569                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6570                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6571                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6572                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6573                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6574                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6575                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6576                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6577                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6578                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6579                         break;
6580                 default:
6581                         break;
6582                 }
6583                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6584                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6585                 break;
6586         case RENDERPATH_GL11:
6587         case RENDERPATH_GL13:
6588         case RENDERPATH_GLES1:
6589                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6590                 {
6591                         // apply a color tint to the whole view
6592                         R_ResetViewRendering2D(0, NULL, NULL);
6593                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6594                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6595                         R_SetupShader_Generic_NoTexture(false, true);
6596                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6597                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6598                 }
6599                 break;
6600         }
6601 }
6602
6603 matrix4x4_t r_waterscrollmatrix;
6604
6605 void R_UpdateFog(void)
6606 {
6607         // Nehahra fog
6608         if (gamemode == GAME_NEHAHRA)
6609         {
6610                 if (gl_fogenable.integer)
6611                 {
6612                         r_refdef.oldgl_fogenable = true;
6613                         r_refdef.fog_density = gl_fogdensity.value;
6614                         r_refdef.fog_red = gl_fogred.value;
6615                         r_refdef.fog_green = gl_foggreen.value;
6616                         r_refdef.fog_blue = gl_fogblue.value;
6617                         r_refdef.fog_alpha = 1;
6618                         r_refdef.fog_start = 0;
6619                         r_refdef.fog_end = gl_skyclip.value;
6620                         r_refdef.fog_height = 1<<30;
6621                         r_refdef.fog_fadedepth = 128;
6622                 }
6623                 else if (r_refdef.oldgl_fogenable)
6624                 {
6625                         r_refdef.oldgl_fogenable = false;
6626                         r_refdef.fog_density = 0;
6627                         r_refdef.fog_red = 0;
6628                         r_refdef.fog_green = 0;
6629                         r_refdef.fog_blue = 0;
6630                         r_refdef.fog_alpha = 0;
6631                         r_refdef.fog_start = 0;
6632                         r_refdef.fog_end = 0;
6633                         r_refdef.fog_height = 1<<30;
6634                         r_refdef.fog_fadedepth = 128;
6635                 }
6636         }
6637
6638         // fog parms
6639         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6640         r_refdef.fog_start = max(0, r_refdef.fog_start);
6641         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6642
6643         if (r_refdef.fog_density && r_drawfog.integer)
6644         {
6645                 r_refdef.fogenabled = true;
6646                 // this is the point where the fog reaches 0.9986 alpha, which we
6647                 // consider a good enough cutoff point for the texture
6648                 // (0.9986 * 256 == 255.6)
6649                 if (r_fog_exp2.integer)
6650                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6651                 else
6652                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6653                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6654                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6655                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6656                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6657                         R_BuildFogHeightTexture();
6658                 // fog color was already set
6659                 // update the fog texture
6660                 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)
6661                         R_BuildFogTexture();
6662                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6663                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6664         }
6665         else
6666                 r_refdef.fogenabled = false;
6667
6668         // fog color
6669         if (r_refdef.fog_density)
6670         {
6671                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6672                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6673                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6674
6675                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6676                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6677                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6678                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6679
6680                 {
6681                         vec3_t fogvec;
6682                         VectorCopy(r_refdef.fogcolor, fogvec);
6683                         //   color.rgb *= ContrastBoost * SceneBrightness;
6684                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6685                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6686                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6687                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6688                 }
6689         }
6690 }
6691
6692 void R_UpdateVariables(void)
6693 {
6694         R_Textures_Frame();
6695
6696         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6697
6698         r_refdef.farclip = r_farclip_base.value;
6699         if (r_refdef.scene.worldmodel)
6700                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6701         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6702
6703         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6704                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6705         r_refdef.polygonfactor = 0;
6706         r_refdef.polygonoffset = 0;
6707         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6708         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6709
6710         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6711         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6712         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6713         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6714         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6715         if (FAKELIGHT_ENABLED)
6716         {
6717                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6718         }
6719         if (r_showsurfaces.integer)
6720         {
6721                 r_refdef.scene.rtworld = false;
6722                 r_refdef.scene.rtworldshadows = false;
6723                 r_refdef.scene.rtdlight = false;
6724                 r_refdef.scene.rtdlightshadows = false;
6725                 r_refdef.lightmapintensity = 0;
6726         }
6727
6728         switch(vid.renderpath)
6729         {
6730         case RENDERPATH_GL20:
6731         case RENDERPATH_D3D9:
6732         case RENDERPATH_D3D10:
6733         case RENDERPATH_D3D11:
6734         case RENDERPATH_SOFT:
6735         case RENDERPATH_GLES2:
6736                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6737                 {
6738                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6739                         {
6740                                 // build GLSL gamma texture
6741 #define RAMPWIDTH 256
6742                                 unsigned short ramp[RAMPWIDTH * 3];
6743                                 unsigned char rampbgr[RAMPWIDTH][4];
6744                                 int i;
6745
6746                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6747
6748                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6749                                 for(i = 0; i < RAMPWIDTH; ++i)
6750                                 {
6751                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6752                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6753                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6754                                         rampbgr[i][3] = 0;
6755                                 }
6756                                 if (r_texture_gammaramps)
6757                                 {
6758                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6759                                 }
6760                                 else
6761                                 {
6762                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6763                                 }
6764                         }
6765                 }
6766                 else
6767                 {
6768                         // remove GLSL gamma texture
6769                 }
6770                 break;
6771         case RENDERPATH_GL11:
6772         case RENDERPATH_GL13:
6773         case RENDERPATH_GLES1:
6774                 break;
6775         }
6776 }
6777
6778 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6779 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6780 /*
6781 ================
6782 R_SelectScene
6783 ================
6784 */
6785 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6786         if( scenetype != r_currentscenetype ) {
6787                 // store the old scenetype
6788                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6789                 r_currentscenetype = scenetype;
6790                 // move in the new scene
6791                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6792         }
6793 }
6794
6795 /*
6796 ================
6797 R_GetScenePointer
6798 ================
6799 */
6800 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6801 {
6802         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6803         if( scenetype == r_currentscenetype ) {
6804                 return &r_refdef.scene;
6805         } else {
6806                 return &r_scenes_store[ scenetype ];
6807         }
6808 }
6809
6810 int R_SortEntities_Compare(const void *ap, const void *bp)
6811 {
6812         const entity_render_t *a = *(const entity_render_t **)ap;
6813         const entity_render_t *b = *(const entity_render_t **)bp;
6814
6815         // 1. compare model
6816         if(a->model < b->model)
6817                 return -1;
6818         if(a->model > b->model)
6819                 return +1;
6820
6821         // 2. compare skin
6822         // TODO possibly calculate the REAL skinnum here first using
6823         // skinscenes?
6824         if(a->skinnum < b->skinnum)
6825                 return -1;
6826         if(a->skinnum > b->skinnum)
6827                 return +1;
6828
6829         // everything we compared is equal
6830         return 0;
6831 }
6832 void R_SortEntities(void)
6833 {
6834         // below or equal 2 ents, sorting never gains anything
6835         if(r_refdef.scene.numentities <= 2)
6836                 return;
6837         // sort
6838         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6839 }
6840
6841 /*
6842 ================
6843 R_RenderView
6844 ================
6845 */
6846 int dpsoftrast_test;
6847 extern void R_Shadow_UpdateBounceGridTexture(void);
6848 extern cvar_t r_shadow_bouncegrid;
6849 void R_RenderView(void)
6850 {
6851         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6852         int fbo;
6853         rtexture_t *depthtexture;
6854         rtexture_t *colortexture;
6855
6856         dpsoftrast_test = r_test.integer;
6857
6858         if (r_timereport_active)
6859                 R_TimeReport("start");
6860         r_textureframe++; // used only by R_GetCurrentTexture
6861         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6862
6863         if(R_CompileShader_CheckStaticParms())
6864                 R_GLSL_Restart_f();
6865
6866         if (!r_drawentities.integer)
6867                 r_refdef.scene.numentities = 0;
6868         else if (r_sortentities.integer)
6869                 R_SortEntities();
6870
6871         R_AnimCache_ClearCache();
6872         R_FrameData_NewFrame();
6873
6874         /* adjust for stereo display */
6875         if(R_Stereo_Active())
6876         {
6877                 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);
6878                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6879         }
6880
6881         if (r_refdef.view.isoverlay)
6882         {
6883                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6884                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6885                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6886                 R_TimeReport("depthclear");
6887
6888                 r_refdef.view.showdebug = false;
6889
6890                 r_fb.water.enabled = false;
6891                 r_fb.water.numwaterplanes = 0;
6892
6893                 R_RenderScene(0, NULL, NULL);
6894
6895                 r_refdef.view.matrix = originalmatrix;
6896
6897                 CHECKGLERROR
6898                 return;
6899         }
6900
6901         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6902         {
6903                 r_refdef.view.matrix = originalmatrix;
6904                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6905         }
6906
6907         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6908
6909         R_RenderView_UpdateViewVectors();
6910
6911         R_Shadow_UpdateWorldLightSelection();
6912
6913         R_Bloom_StartFrame();
6914         R_Water_StartFrame();
6915
6916         // now we probably have an fbo to render into
6917         fbo = r_fb.fbo;
6918         depthtexture = r_fb.depthtexture;
6919         colortexture = r_fb.colortexture;
6920
6921         CHECKGLERROR
6922         if (r_timereport_active)
6923                 R_TimeReport("viewsetup");
6924
6925         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6926
6927         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6928         {
6929                 R_ClearScreen(r_refdef.fogenabled);
6930                 if (r_timereport_active)
6931                         R_TimeReport("viewclear");
6932         }
6933         r_refdef.view.clear = true;
6934
6935         r_refdef.view.showdebug = true;
6936
6937         R_View_Update();
6938         if (r_timereport_active)
6939                 R_TimeReport("visibility");
6940
6941         R_Shadow_UpdateBounceGridTexture();
6942         if (r_timereport_active && r_shadow_bouncegrid.integer)
6943                 R_TimeReport("bouncegrid");
6944
6945         r_fb.water.numwaterplanes = 0;
6946         if (r_fb.water.enabled)
6947                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6948
6949         R_RenderScene(fbo, depthtexture, colortexture);
6950         r_fb.water.numwaterplanes = 0;
6951
6952         R_BlendView(fbo, depthtexture, colortexture);
6953         if (r_timereport_active)
6954                 R_TimeReport("blendview");
6955
6956         GL_Scissor(0, 0, vid.width, vid.height);
6957         GL_ScissorTest(false);
6958
6959         r_refdef.view.matrix = originalmatrix;
6960
6961         CHECKGLERROR
6962 }
6963
6964 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6965 {
6966         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6967         {
6968                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6969                 if (r_timereport_active)
6970                         R_TimeReport("waterworld");
6971         }
6972
6973         // don't let sound skip if going slow
6974         if (r_refdef.scene.extraupdate)
6975                 S_ExtraUpdate ();
6976
6977         R_DrawModelsAddWaterPlanes();
6978         if (r_timereport_active)
6979                 R_TimeReport("watermodels");
6980
6981         if (r_fb.water.numwaterplanes)
6982         {
6983                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6984                 if (r_timereport_active)
6985                         R_TimeReport("waterscenes");
6986         }
6987 }
6988
6989 extern void R_DrawLightningBeams (void);
6990 extern void VM_CL_AddPolygonsToMeshQueue (void);
6991 extern void R_DrawPortals (void);
6992 extern cvar_t cl_locs_show;
6993 static void R_DrawLocs(void);
6994 static void R_DrawEntityBBoxes(void);
6995 static void R_DrawModelDecals(void);
6996 extern void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
6997 extern void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
6998 extern cvar_t cl_decals_newsystem;
6999 extern qboolean r_shadow_usingdeferredprepass;
7000 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7001 {
7002         qboolean shadowmapping = false;
7003
7004         if (r_timereport_active)
7005                 R_TimeReport("beginscene");
7006
7007         r_refdef.stats.renders++;
7008
7009         R_UpdateFog();
7010
7011         // don't let sound skip if going slow
7012         if (r_refdef.scene.extraupdate)
7013                 S_ExtraUpdate ();
7014
7015         R_MeshQueue_BeginScene();
7016
7017         R_SkyStartFrame();
7018
7019         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);
7020
7021         if (r_timereport_active)
7022                 R_TimeReport("skystartframe");
7023
7024         if (cl.csqc_vidvars.drawworld)
7025         {
7026                 // don't let sound skip if going slow
7027                 if (r_refdef.scene.extraupdate)
7028                         S_ExtraUpdate ();
7029
7030                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7031                 {
7032                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7033                         if (r_timereport_active)
7034                                 R_TimeReport("worldsky");
7035                 }
7036
7037                 if (R_DrawBrushModelsSky() && r_timereport_active)
7038                         R_TimeReport("bmodelsky");
7039
7040                 if (skyrendermasked && skyrenderlater)
7041                 {
7042                         // we have to force off the water clipping plane while rendering sky
7043                         R_SetupView(false, fbo, depthtexture, colortexture);
7044                         R_Sky();
7045                         R_SetupView(true, fbo, depthtexture, colortexture);
7046                         if (r_timereport_active)
7047                                 R_TimeReport("sky");
7048                 }
7049         }
7050
7051         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7052         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7053                 R_Shadow_PrepareModelShadows();
7054         if (r_timereport_active)
7055                 R_TimeReport("preparelights");
7056
7057         if (R_Shadow_ShadowMappingEnabled())
7058                 shadowmapping = true;
7059
7060         if (r_shadow_usingdeferredprepass)
7061                 R_Shadow_DrawPrepass();
7062
7063         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7064         {
7065                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7066                 if (r_timereport_active)
7067                         R_TimeReport("worlddepth");
7068         }
7069         if (r_depthfirst.integer >= 2)
7070         {
7071                 R_DrawModelsDepth();
7072                 if (r_timereport_active)
7073                         R_TimeReport("modeldepth");
7074         }
7075
7076         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7077         {
7078                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7079                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7080                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7081                 // don't let sound skip if going slow
7082                 if (r_refdef.scene.extraupdate)
7083                         S_ExtraUpdate ();
7084         }
7085
7086         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7087         {
7088                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7089                 if (r_timereport_active)
7090                         R_TimeReport("world");
7091         }
7092
7093         // don't let sound skip if going slow
7094         if (r_refdef.scene.extraupdate)
7095                 S_ExtraUpdate ();
7096
7097         R_DrawModels();
7098         if (r_timereport_active)
7099                 R_TimeReport("models");
7100
7101         // don't let sound skip if going slow
7102         if (r_refdef.scene.extraupdate)
7103                 S_ExtraUpdate ();
7104
7105         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7106         {
7107                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7108                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7109                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7110                 // don't let sound skip if going slow
7111                 if (r_refdef.scene.extraupdate)
7112                         S_ExtraUpdate ();
7113         }
7114
7115         if (!r_shadow_usingdeferredprepass)
7116         {
7117                 R_Shadow_DrawLights();
7118                 if (r_timereport_active)
7119                         R_TimeReport("rtlights");
7120         }
7121
7122         // don't let sound skip if going slow
7123         if (r_refdef.scene.extraupdate)
7124                 S_ExtraUpdate ();
7125
7126         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7127         {
7128                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7129                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7130                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7131                 // don't let sound skip if going slow
7132                 if (r_refdef.scene.extraupdate)
7133                         S_ExtraUpdate ();
7134         }
7135
7136         if (cl.csqc_vidvars.drawworld)
7137         {
7138                 if (cl_decals_newsystem.integer)
7139                 {
7140                         R_DrawModelDecals();
7141                         if (r_timereport_active)
7142                                 R_TimeReport("modeldecals");
7143                 }
7144                 else
7145                 {
7146                         R_DrawDecals();
7147                         if (r_timereport_active)
7148                                 R_TimeReport("decals");
7149                 }
7150
7151                 R_DrawParticles();
7152                 if (r_timereport_active)
7153                         R_TimeReport("particles");
7154
7155                 R_DrawExplosions();
7156                 if (r_timereport_active)
7157                         R_TimeReport("explosions");
7158
7159                 R_DrawLightningBeams();
7160                 if (r_timereport_active)
7161                         R_TimeReport("lightning");
7162         }
7163
7164         VM_CL_AddPolygonsToMeshQueue();
7165
7166         if (r_refdef.view.showdebug)
7167         {
7168                 if (cl_locs_show.integer)
7169                 {
7170                         R_DrawLocs();
7171                         if (r_timereport_active)
7172                                 R_TimeReport("showlocs");
7173                 }
7174
7175                 if (r_drawportals.integer)
7176                 {
7177                         R_DrawPortals();
7178                         if (r_timereport_active)
7179                                 R_TimeReport("portals");
7180                 }
7181
7182                 if (r_showbboxes.value > 0)
7183                 {
7184                         R_DrawEntityBBoxes();
7185                         if (r_timereport_active)
7186                                 R_TimeReport("bboxes");
7187                 }
7188         }
7189
7190         if (r_transparent.integer)
7191         {
7192                 R_MeshQueue_RenderTransparent();
7193                 if (r_timereport_active)
7194                         R_TimeReport("drawtrans");
7195         }
7196
7197         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))
7198         {
7199                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7200                 if (r_timereport_active)
7201                         R_TimeReport("worlddebug");
7202                 R_DrawModelsDebug();
7203                 if (r_timereport_active)
7204                         R_TimeReport("modeldebug");
7205         }
7206
7207         if (cl.csqc_vidvars.drawworld)
7208         {
7209                 R_Shadow_DrawCoronas();
7210                 if (r_timereport_active)
7211                         R_TimeReport("coronas");
7212         }
7213
7214 #if 0
7215         {
7216                 GL_DepthTest(false);
7217                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7218                 GL_Color(1, 1, 1, 1);
7219                 qglBegin(GL_POLYGON);
7220                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7221                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7222                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7223                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7224                 qglEnd();
7225                 qglBegin(GL_POLYGON);
7226                 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]);
7227                 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]);
7228                 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]);
7229                 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]);
7230                 qglEnd();
7231                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7232         }
7233 #endif
7234
7235         // don't let sound skip if going slow
7236         if (r_refdef.scene.extraupdate)
7237                 S_ExtraUpdate ();
7238 }
7239
7240 static const unsigned short bboxelements[36] =
7241 {
7242         5, 1, 3, 5, 3, 7,
7243         6, 2, 0, 6, 0, 4,
7244         7, 3, 2, 7, 2, 6,
7245         4, 0, 1, 4, 1, 5,
7246         4, 5, 7, 4, 7, 6,
7247         1, 0, 2, 1, 2, 3,
7248 };
7249
7250 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7251 {
7252         int i;
7253         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7254
7255         RSurf_ActiveWorldEntity();
7256
7257         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7258         GL_DepthMask(false);
7259         GL_DepthRange(0, 1);
7260         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7261 //      R_Mesh_ResetTextureState();
7262
7263         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7264         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7265         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7266         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7267         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7268         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7269         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7270         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7271         R_FillColors(color4f, 8, cr, cg, cb, ca);
7272         if (r_refdef.fogenabled)
7273         {
7274                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7275                 {
7276                         f1 = RSurf_FogVertex(v);
7277                         f2 = 1 - f1;
7278                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7279                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7280                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7281                 }
7282         }
7283         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7284         R_Mesh_ResetTextureState();
7285         R_SetupShader_Generic_NoTexture(false, false);
7286         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7287 }
7288
7289 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7290 {
7291         int i;
7292         float color[4];
7293         prvm_edict_t *edict;
7294         prvm_prog_t *prog_save = prog;
7295
7296         // this function draws bounding boxes of server entities
7297         if (!sv.active)
7298                 return;
7299
7300         GL_CullFace(GL_NONE);
7301         R_SetupShader_Generic_NoTexture(false, false);
7302
7303         prog = 0;
7304         SV_VM_Begin();
7305         for (i = 0;i < numsurfaces;i++)
7306         {
7307                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7308                 switch ((int)PRVM_serveredictfloat(edict, solid))
7309                 {
7310                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7311                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7312                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7313                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7314                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7315                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7316                 }
7317                 color[3] *= r_showbboxes.value;
7318                 color[3] = bound(0, color[3], 1);
7319                 GL_DepthTest(!r_showdisabledepthtest.integer);
7320                 GL_CullFace(r_refdef.view.cullface_front);
7321                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7322         }
7323         SV_VM_End();
7324         prog = prog_save;
7325 }
7326
7327 static void R_DrawEntityBBoxes(void)
7328 {
7329         int i;
7330         prvm_edict_t *edict;
7331         vec3_t center;
7332         prvm_prog_t *prog_save = prog;
7333
7334         // this function draws bounding boxes of server entities
7335         if (!sv.active)
7336                 return;
7337
7338         prog = 0;
7339         SV_VM_Begin();
7340         for (i = 0;i < prog->num_edicts;i++)
7341         {
7342                 edict = PRVM_EDICT_NUM(i);
7343                 if (edict->priv.server->free)
7344                         continue;
7345                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7346                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7347                         continue;
7348                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7349                         continue;
7350                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7351                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7352         }
7353         SV_VM_End();
7354         prog = prog_save;
7355 }
7356
7357 static const int nomodelelement3i[24] =
7358 {
7359         5, 2, 0,
7360         5, 1, 2,
7361         5, 0, 3,
7362         5, 3, 1,
7363         0, 2, 4,
7364         2, 1, 4,
7365         3, 0, 4,
7366         1, 3, 4
7367 };
7368
7369 static const unsigned short nomodelelement3s[24] =
7370 {
7371         5, 2, 0,
7372         5, 1, 2,
7373         5, 0, 3,
7374         5, 3, 1,
7375         0, 2, 4,
7376         2, 1, 4,
7377         3, 0, 4,
7378         1, 3, 4
7379 };
7380
7381 static const float nomodelvertex3f[6*3] =
7382 {
7383         -16,   0,   0,
7384          16,   0,   0,
7385           0, -16,   0,
7386           0,  16,   0,
7387           0,   0, -16,
7388           0,   0,  16
7389 };
7390
7391 static const float nomodelcolor4f[6*4] =
7392 {
7393         0.0f, 0.0f, 0.5f, 1.0f,
7394         0.0f, 0.0f, 0.5f, 1.0f,
7395         0.0f, 0.5f, 0.0f, 1.0f,
7396         0.0f, 0.5f, 0.0f, 1.0f,
7397         0.5f, 0.0f, 0.0f, 1.0f,
7398         0.5f, 0.0f, 0.0f, 1.0f
7399 };
7400
7401 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7402 {
7403         int i;
7404         float f1, f2, *c;
7405         float color4f[6*4];
7406
7407         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);
7408
7409         // this is only called once per entity so numsurfaces is always 1, and
7410         // surfacelist is always {0}, so this code does not handle batches
7411
7412         if (rsurface.ent_flags & RENDER_ADDITIVE)
7413         {
7414                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7415                 GL_DepthMask(false);
7416         }
7417         else if (rsurface.colormod[3] < 1)
7418         {
7419                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7420                 GL_DepthMask(false);
7421         }
7422         else
7423         {
7424                 GL_BlendFunc(GL_ONE, GL_ZERO);
7425                 GL_DepthMask(true);
7426         }
7427         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7428         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7429         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7430         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7431         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7432         for (i = 0, c = color4f;i < 6;i++, c += 4)
7433         {
7434                 c[0] *= rsurface.colormod[0];
7435                 c[1] *= rsurface.colormod[1];
7436                 c[2] *= rsurface.colormod[2];
7437                 c[3] *= rsurface.colormod[3];
7438         }
7439         if (r_refdef.fogenabled)
7440         {
7441                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7442                 {
7443                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7444                         f2 = 1 - f1;
7445                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7446                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7447                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7448                 }
7449         }
7450 //      R_Mesh_ResetTextureState();
7451         R_SetupShader_Generic_NoTexture(false, false);
7452         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7453         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7454 }
7455
7456 void R_DrawNoModel(entity_render_t *ent)
7457 {
7458         vec3_t org;
7459         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7460         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7461                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7462         else
7463                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7464 }
7465
7466 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7467 {
7468         vec3_t right1, right2, diff, normal;
7469
7470         VectorSubtract (org2, org1, normal);
7471
7472         // calculate 'right' vector for start
7473         VectorSubtract (r_refdef.view.origin, org1, diff);
7474         CrossProduct (normal, diff, right1);
7475         VectorNormalize (right1);
7476
7477         // calculate 'right' vector for end
7478         VectorSubtract (r_refdef.view.origin, org2, diff);
7479         CrossProduct (normal, diff, right2);
7480         VectorNormalize (right2);
7481
7482         vert[ 0] = org1[0] + width * right1[0];
7483         vert[ 1] = org1[1] + width * right1[1];
7484         vert[ 2] = org1[2] + width * right1[2];
7485         vert[ 3] = org1[0] - width * right1[0];
7486         vert[ 4] = org1[1] - width * right1[1];
7487         vert[ 5] = org1[2] - width * right1[2];
7488         vert[ 6] = org2[0] - width * right2[0];
7489         vert[ 7] = org2[1] - width * right2[1];
7490         vert[ 8] = org2[2] - width * right2[2];
7491         vert[ 9] = org2[0] + width * right2[0];
7492         vert[10] = org2[1] + width * right2[1];
7493         vert[11] = org2[2] + width * right2[2];
7494 }
7495
7496 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)
7497 {
7498         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7499         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7500         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7501         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7502         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7503         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7504         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7505         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7506         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7507         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7508         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7509         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7510 }
7511
7512 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7513 {
7514         int i;
7515         float *vertex3f;
7516         float v[3];
7517         VectorSet(v, x, y, z);
7518         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7519                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7520                         break;
7521         if (i == mesh->numvertices)
7522         {
7523                 if (mesh->numvertices < mesh->maxvertices)
7524                 {
7525                         VectorCopy(v, vertex3f);
7526                         mesh->numvertices++;
7527                 }
7528                 return mesh->numvertices;
7529         }
7530         else
7531                 return i;
7532 }
7533
7534 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7535 {
7536         int i;
7537         int *e, element[3];
7538         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7539         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7540         e = mesh->element3i + mesh->numtriangles * 3;
7541         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7542         {
7543                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7544                 if (mesh->numtriangles < mesh->maxtriangles)
7545                 {
7546                         *e++ = element[0];
7547                         *e++ = element[1];
7548                         *e++ = element[2];
7549                         mesh->numtriangles++;
7550                 }
7551                 element[1] = element[2];
7552         }
7553 }
7554
7555 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7556 {
7557         int i;
7558         int *e, element[3];
7559         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7560         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7561         e = mesh->element3i + mesh->numtriangles * 3;
7562         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7563         {
7564                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7565                 if (mesh->numtriangles < mesh->maxtriangles)
7566                 {
7567                         *e++ = element[0];
7568                         *e++ = element[1];
7569                         *e++ = element[2];
7570                         mesh->numtriangles++;
7571                 }
7572                 element[1] = element[2];
7573         }
7574 }
7575
7576 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7577 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7578 {
7579         int planenum, planenum2;
7580         int w;
7581         int tempnumpoints;
7582         mplane_t *plane, *plane2;
7583         double maxdist;
7584         double temppoints[2][256*3];
7585         // figure out how large a bounding box we need to properly compute this brush
7586         maxdist = 0;
7587         for (w = 0;w < numplanes;w++)
7588                 maxdist = max(maxdist, fabs(planes[w].dist));
7589         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7590         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7591         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7592         {
7593                 w = 0;
7594                 tempnumpoints = 4;
7595                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7596                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7597                 {
7598                         if (planenum2 == planenum)
7599                                 continue;
7600                         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);
7601                         w = !w;
7602                 }
7603                 if (tempnumpoints < 3)
7604                         continue;
7605                 // generate elements forming a triangle fan for this polygon
7606                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7607         }
7608 }
7609
7610 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)
7611 {
7612         texturelayer_t *layer;
7613         layer = t->currentlayers + t->currentnumlayers++;
7614         layer->type = type;
7615         layer->depthmask = depthmask;
7616         layer->blendfunc1 = blendfunc1;
7617         layer->blendfunc2 = blendfunc2;
7618         layer->texture = texture;
7619         layer->texmatrix = *matrix;
7620         layer->color[0] = r;
7621         layer->color[1] = g;
7622         layer->color[2] = b;
7623         layer->color[3] = a;
7624 }
7625
7626 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7627 {
7628         if(parms[0] == 0 && parms[1] == 0)
7629                 return false;
7630         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7631                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7632                         return false;
7633         return true;
7634 }
7635
7636 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7637 {
7638         double index, f;
7639         index = parms[2] + rsurface.shadertime * parms[3];
7640         index -= floor(index);
7641         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7642         {
7643         default:
7644         case Q3WAVEFUNC_NONE:
7645         case Q3WAVEFUNC_NOISE:
7646         case Q3WAVEFUNC_COUNT:
7647                 f = 0;
7648                 break;
7649         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7650         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7651         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7652         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7653         case Q3WAVEFUNC_TRIANGLE:
7654                 index *= 4;
7655                 f = index - floor(index);
7656                 if (index < 1)
7657                 {
7658                         // f = f;
7659                 }
7660                 else if (index < 2)
7661                         f = 1 - f;
7662                 else if (index < 3)
7663                         f = -f;
7664                 else
7665                         f = -(1 - f);
7666                 break;
7667         }
7668         f = parms[0] + parms[1] * f;
7669         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7670                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7671         return (float) f;
7672 }
7673
7674 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7675 {
7676         int w, h, idx;
7677         double f;
7678         double offsetd[2];
7679         float tcmat[12];
7680         matrix4x4_t matrix, temp;
7681         switch(tcmod->tcmod)
7682         {
7683                 case Q3TCMOD_COUNT:
7684                 case Q3TCMOD_NONE:
7685                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7686                                 matrix = r_waterscrollmatrix;
7687                         else
7688                                 matrix = identitymatrix;
7689                         break;
7690                 case Q3TCMOD_ENTITYTRANSLATE:
7691                         // this is used in Q3 to allow the gamecode to control texcoord
7692                         // scrolling on the entity, which is not supported in darkplaces yet.
7693                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7694                         break;
7695                 case Q3TCMOD_ROTATE:
7696                         f = tcmod->parms[0] * rsurface.shadertime;
7697                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7698                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7699                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7700                         break;
7701                 case Q3TCMOD_SCALE:
7702                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7703                         break;
7704                 case Q3TCMOD_SCROLL:
7705                         // extra care is needed because of precision breakdown with large values of time
7706                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7707                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7708                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7709                         break;
7710                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7711                         w = (int) tcmod->parms[0];
7712                         h = (int) tcmod->parms[1];
7713                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7714                         f = f - floor(f);
7715                         idx = (int) floor(f * w * h);
7716                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7717                         break;
7718                 case Q3TCMOD_STRETCH:
7719                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7720                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7721                         break;
7722                 case Q3TCMOD_TRANSFORM:
7723                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7724                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7725                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7726                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7727                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7728                         break;
7729                 case Q3TCMOD_TURBULENT:
7730                         // this is handled in the RSurf_PrepareVertices function
7731                         matrix = identitymatrix;
7732                         break;
7733         }
7734         temp = *texmatrix;
7735         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7736 }
7737
7738 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7739 {
7740         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7741         char name[MAX_QPATH];
7742         skinframe_t *skinframe;
7743         unsigned char pixels[296*194];
7744         strlcpy(cache->name, skinname, sizeof(cache->name));
7745         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7746         if (developer_loading.integer)
7747                 Con_Printf("loading %s\n", name);
7748         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7749         if (!skinframe || !skinframe->base)
7750         {
7751                 unsigned char *f;
7752                 fs_offset_t filesize;
7753                 skinframe = NULL;
7754                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7755                 if (f)
7756                 {
7757                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7758                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7759                         Mem_Free(f);
7760                 }
7761         }
7762         cache->skinframe = skinframe;
7763 }
7764
7765 texture_t *R_GetCurrentTexture(texture_t *t)
7766 {
7767         int i;
7768         const entity_render_t *ent = rsurface.entity;
7769         dp_model_t *model = ent->model;
7770         q3shaderinfo_layer_tcmod_t *tcmod;
7771
7772         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7773                 return t->currentframe;
7774         t->update_lastrenderframe = r_textureframe;
7775         t->update_lastrenderentity = (void *)ent;
7776
7777         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7778                 t->camera_entity = ent->entitynumber;
7779         else
7780                 t->camera_entity = 0;
7781
7782         // switch to an alternate material if this is a q1bsp animated material
7783         {
7784                 texture_t *texture = t;
7785                 int s = rsurface.ent_skinnum;
7786                 if ((unsigned int)s >= (unsigned int)model->numskins)
7787                         s = 0;
7788                 if (model->skinscenes)
7789                 {
7790                         if (model->skinscenes[s].framecount > 1)
7791                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7792                         else
7793                                 s = model->skinscenes[s].firstframe;
7794                 }
7795                 if (s > 0)
7796                         t = t + s * model->num_surfaces;
7797                 if (t->animated)
7798                 {
7799                         // use an alternate animation if the entity's frame is not 0,
7800                         // and only if the texture has an alternate animation
7801                         if (rsurface.ent_alttextures && t->anim_total[1])
7802                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7803                         else
7804                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7805                 }
7806                 texture->currentframe = t;
7807         }
7808
7809         // update currentskinframe to be a qw skin or animation frame
7810         if (rsurface.ent_qwskin >= 0)
7811         {
7812                 i = rsurface.ent_qwskin;
7813                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7814                 {
7815                         r_qwskincache_size = cl.maxclients;
7816                         if (r_qwskincache)
7817                                 Mem_Free(r_qwskincache);
7818                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7819                 }
7820                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7821                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7822                 t->currentskinframe = r_qwskincache[i].skinframe;
7823                 if (t->currentskinframe == NULL)
7824                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7825         }
7826         else if (t->numskinframes >= 2)
7827                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7828         if (t->backgroundnumskinframes >= 2)
7829                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7830
7831         t->currentmaterialflags = t->basematerialflags;
7832         t->currentalpha = rsurface.colormod[3];
7833         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7834                 t->currentalpha *= r_wateralpha.value;
7835         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7836                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7837         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7838                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7839         if (!(rsurface.ent_flags & RENDER_LIGHT))
7840                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7841         else if (FAKELIGHT_ENABLED)
7842         {
7843                 // no modellight if using fakelight for the map
7844         }
7845         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7846         {
7847                 // pick a model lighting mode
7848                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7849                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7850                 else
7851                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7852         }
7853         if (rsurface.ent_flags & RENDER_ADDITIVE)
7854                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7855         else if (t->currentalpha < 1)
7856                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7857         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7858         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7859                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7860         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7861                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7862         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7863                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7864         if (t->backgroundnumskinframes)
7865                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7866         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7867         {
7868                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7869                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7870         }
7871         else
7872                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7873         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7874         {
7875                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7876                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7877         }
7878         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7879                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7880
7881         // there is no tcmod
7882         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7883         {
7884                 t->currenttexmatrix = r_waterscrollmatrix;
7885                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7886         }
7887         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7888         {
7889                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7890                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7891         }
7892
7893         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7894                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7895         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7896                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7897
7898         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7899         if (t->currentskinframe->qpixels)
7900                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7901         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7902         if (!t->basetexture)
7903                 t->basetexture = r_texture_notexture;
7904         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7905         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7906         t->nmaptexture = t->currentskinframe->nmap;
7907         if (!t->nmaptexture)
7908                 t->nmaptexture = r_texture_blanknormalmap;
7909         t->glosstexture = r_texture_black;
7910         t->glowtexture = t->currentskinframe->glow;
7911         t->fogtexture = t->currentskinframe->fog;
7912         t->reflectmasktexture = t->currentskinframe->reflect;
7913         if (t->backgroundnumskinframes)
7914         {
7915                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7916                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7917                 t->backgroundglosstexture = r_texture_black;
7918                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7919                 if (!t->backgroundnmaptexture)
7920                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7921         }
7922         else
7923         {
7924                 t->backgroundbasetexture = r_texture_white;
7925                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7926                 t->backgroundglosstexture = r_texture_black;
7927                 t->backgroundglowtexture = NULL;
7928         }
7929         t->specularpower = r_shadow_glossexponent.value;
7930         // TODO: store reference values for these in the texture?
7931         t->specularscale = 0;
7932         if (r_shadow_gloss.integer > 0)
7933         {
7934                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7935                 {
7936                         if (r_shadow_glossintensity.value > 0)
7937                         {
7938                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7939                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7940                                 t->specularscale = r_shadow_glossintensity.value;
7941                         }
7942                 }
7943                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7944                 {
7945                         t->glosstexture = r_texture_white;
7946                         t->backgroundglosstexture = r_texture_white;
7947                         t->specularscale = r_shadow_gloss2intensity.value;
7948                         t->specularpower = r_shadow_gloss2exponent.value;
7949                 }
7950         }
7951         t->specularscale *= t->specularscalemod;
7952         t->specularpower *= t->specularpowermod;
7953         t->rtlightambient = 0;
7954
7955         // lightmaps mode looks bad with dlights using actual texturing, so turn
7956         // off the colormap and glossmap, but leave the normalmap on as it still
7957         // accurately represents the shading involved
7958         if (gl_lightmaps.integer)
7959         {
7960                 t->basetexture = r_texture_grey128;
7961                 t->pantstexture = r_texture_black;
7962                 t->shirttexture = r_texture_black;
7963                 t->nmaptexture = r_texture_blanknormalmap;
7964                 t->glosstexture = r_texture_black;
7965                 t->glowtexture = NULL;
7966                 t->fogtexture = NULL;
7967                 t->reflectmasktexture = NULL;
7968                 t->backgroundbasetexture = NULL;
7969                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7970                 t->backgroundglosstexture = r_texture_black;
7971                 t->backgroundglowtexture = NULL;
7972                 t->specularscale = 0;
7973                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7974         }
7975
7976         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7977         VectorClear(t->dlightcolor);
7978         t->currentnumlayers = 0;
7979         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7980         {
7981                 int blendfunc1, blendfunc2;
7982                 qboolean depthmask;
7983                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7984                 {
7985                         blendfunc1 = GL_SRC_ALPHA;
7986                         blendfunc2 = GL_ONE;
7987                 }
7988                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7989                 {
7990                         blendfunc1 = GL_SRC_ALPHA;
7991                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7992                 }
7993                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7994                 {
7995                         blendfunc1 = t->customblendfunc[0];
7996                         blendfunc2 = t->customblendfunc[1];
7997                 }
7998                 else
7999                 {
8000                         blendfunc1 = GL_ONE;
8001                         blendfunc2 = GL_ZERO;
8002                 }
8003                 // don't colormod evilblend textures
8004                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8005                         VectorSet(t->lightmapcolor, 1, 1, 1);
8006                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8007                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8008                 {
8009                         // fullbright is not affected by r_refdef.lightmapintensity
8010                         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]);
8011                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8012                                 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]);
8013                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8014                                 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]);
8015                 }
8016                 else
8017                 {
8018                         vec3_t ambientcolor;
8019                         float colorscale;
8020                         // set the color tint used for lights affecting this surface
8021                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8022                         colorscale = 2;
8023                         // q3bsp has no lightmap updates, so the lightstylevalue that
8024                         // would normally be baked into the lightmap must be
8025                         // applied to the color
8026                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8027                         if (model->type == mod_brushq3)
8028                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8029                         colorscale *= r_refdef.lightmapintensity;
8030                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8031                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8032                         // basic lit geometry
8033                         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]);
8034                         // add pants/shirt if needed
8035                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8036                                 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]);
8037                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8038                                 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]);
8039                         // now add ambient passes if needed
8040                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8041                         {
8042                                 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]);
8043                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8044                                         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]);
8045                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8046                                         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]);
8047                         }
8048                 }
8049                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8050                         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]);
8051                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8052                 {
8053                         // if this is opaque use alpha blend which will darken the earlier
8054                         // passes cheaply.
8055                         //
8056                         // if this is an alpha blended material, all the earlier passes
8057                         // were darkened by fog already, so we only need to add the fog
8058                         // color ontop through the fog mask texture
8059                         //
8060                         // if this is an additive blended material, all the earlier passes
8061                         // were darkened by fog already, and we should not add fog color
8062                         // (because the background was not darkened, there is no fog color
8063                         // that was lost behind it).
8064                         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]);
8065                 }
8066         }
8067
8068         return t->currentframe;
8069 }
8070
8071 rsurfacestate_t rsurface;
8072
8073 void RSurf_ActiveWorldEntity(void)
8074 {
8075         dp_model_t *model = r_refdef.scene.worldmodel;
8076         //if (rsurface.entity == r_refdef.scene.worldentity)
8077         //      return;
8078         rsurface.entity = r_refdef.scene.worldentity;
8079         rsurface.skeleton = NULL;
8080         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8081         rsurface.ent_skinnum = 0;
8082         rsurface.ent_qwskin = -1;
8083         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8084         rsurface.shadertime = r_refdef.scene.time;
8085         rsurface.matrix = identitymatrix;
8086         rsurface.inversematrix = identitymatrix;
8087         rsurface.matrixscale = 1;
8088         rsurface.inversematrixscale = 1;
8089         R_EntityMatrix(&identitymatrix);
8090         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8091         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8092         rsurface.fograngerecip = r_refdef.fograngerecip;
8093         rsurface.fogheightfade = r_refdef.fogheightfade;
8094         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8095         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8096         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8097         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8098         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8099         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8100         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8101         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8102         rsurface.colormod[3] = 1;
8103         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);
8104         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8105         rsurface.frameblend[0].lerp = 1;
8106         rsurface.ent_alttextures = false;
8107         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8108         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8109         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8110         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8111         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8112         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8113         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8114         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8115         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8116         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8117         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8118         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8119         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8120         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8121         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8122         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8123         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8124         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8125         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8126         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8127         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8128         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8129         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8130         rsurface.modelelement3i = model->surfmesh.data_element3i;
8131         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8132         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8133         rsurface.modelelement3s = model->surfmesh.data_element3s;
8134         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8135         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8136         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8137         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8138         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8139         rsurface.modelsurfaces = model->data_surfaces;
8140         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8141         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8142         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8143         rsurface.modelgeneratedvertex = false;
8144         rsurface.batchgeneratedvertex = false;
8145         rsurface.batchfirstvertex = 0;
8146         rsurface.batchnumvertices = 0;
8147         rsurface.batchfirsttriangle = 0;
8148         rsurface.batchnumtriangles = 0;
8149         rsurface.batchvertex3f  = NULL;
8150         rsurface.batchvertex3f_vertexbuffer = NULL;
8151         rsurface.batchvertex3f_bufferoffset = 0;
8152         rsurface.batchsvector3f = NULL;
8153         rsurface.batchsvector3f_vertexbuffer = NULL;
8154         rsurface.batchsvector3f_bufferoffset = 0;
8155         rsurface.batchtvector3f = NULL;
8156         rsurface.batchtvector3f_vertexbuffer = NULL;
8157         rsurface.batchtvector3f_bufferoffset = 0;
8158         rsurface.batchnormal3f  = NULL;
8159         rsurface.batchnormal3f_vertexbuffer = NULL;
8160         rsurface.batchnormal3f_bufferoffset = 0;
8161         rsurface.batchlightmapcolor4f = NULL;
8162         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8163         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8164         rsurface.batchtexcoordtexture2f = NULL;
8165         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8166         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8167         rsurface.batchtexcoordlightmap2f = NULL;
8168         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8169         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8170         rsurface.batchvertexmesh = NULL;
8171         rsurface.batchvertexmeshbuffer = NULL;
8172         rsurface.batchvertex3fbuffer = NULL;
8173         rsurface.batchelement3i = NULL;
8174         rsurface.batchelement3i_indexbuffer = NULL;
8175         rsurface.batchelement3i_bufferoffset = 0;
8176         rsurface.batchelement3s = NULL;
8177         rsurface.batchelement3s_indexbuffer = NULL;
8178         rsurface.batchelement3s_bufferoffset = 0;
8179         rsurface.passcolor4f = NULL;
8180         rsurface.passcolor4f_vertexbuffer = NULL;
8181         rsurface.passcolor4f_bufferoffset = 0;
8182 }
8183
8184 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8185 {
8186         dp_model_t *model = ent->model;
8187         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8188         //      return;
8189         rsurface.entity = (entity_render_t *)ent;
8190         rsurface.skeleton = ent->skeleton;
8191         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8192         rsurface.ent_skinnum = ent->skinnum;
8193         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;
8194         rsurface.ent_flags = ent->flags;
8195         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8196         rsurface.matrix = ent->matrix;
8197         rsurface.inversematrix = ent->inversematrix;
8198         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8199         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8200         R_EntityMatrix(&rsurface.matrix);
8201         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8202         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8203         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8204         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8205         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8206         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8207         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8208         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8209         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8210         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8211         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8212         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8213         rsurface.colormod[3] = ent->alpha;
8214         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8215         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8216         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8217         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8218         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8219         if (ent->model->brush.submodel && !prepass)
8220         {
8221                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8222                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8223         }
8224         if (model->surfmesh.isanimated && model->AnimateVertices)
8225         {
8226                 if (ent->animcache_vertex3f)
8227                 {
8228                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8229                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8230                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8231                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8232                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8233                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8234                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8235                 }
8236                 else if (wanttangents)
8237                 {
8238                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8240                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8241                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8242                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8243                         rsurface.modelvertexmesh = NULL;
8244                         rsurface.modelvertexmeshbuffer = NULL;
8245                         rsurface.modelvertex3fbuffer = NULL;
8246                 }
8247                 else if (wantnormals)
8248                 {
8249                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8250                         rsurface.modelsvector3f = NULL;
8251                         rsurface.modeltvector3f = NULL;
8252                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8253                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8254                         rsurface.modelvertexmesh = NULL;
8255                         rsurface.modelvertexmeshbuffer = NULL;
8256                         rsurface.modelvertex3fbuffer = NULL;
8257                 }
8258                 else
8259                 {
8260                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8261                         rsurface.modelsvector3f = NULL;
8262                         rsurface.modeltvector3f = NULL;
8263                         rsurface.modelnormal3f = NULL;
8264                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8265                         rsurface.modelvertexmesh = NULL;
8266                         rsurface.modelvertexmeshbuffer = NULL;
8267                         rsurface.modelvertex3fbuffer = NULL;
8268                 }
8269                 rsurface.modelvertex3f_vertexbuffer = 0;
8270                 rsurface.modelvertex3f_bufferoffset = 0;
8271                 rsurface.modelsvector3f_vertexbuffer = 0;
8272                 rsurface.modelsvector3f_bufferoffset = 0;
8273                 rsurface.modeltvector3f_vertexbuffer = 0;
8274                 rsurface.modeltvector3f_bufferoffset = 0;
8275                 rsurface.modelnormal3f_vertexbuffer = 0;
8276                 rsurface.modelnormal3f_bufferoffset = 0;
8277                 rsurface.modelgeneratedvertex = true;
8278         }
8279         else
8280         {
8281                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8282                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8283                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8284                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8285                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8286                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8287                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8288                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8289                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8290                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8291                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8292                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8293                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8294                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8295                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8296                 rsurface.modelgeneratedvertex = false;
8297         }
8298         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8299         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8300         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8301         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8302         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8303         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8304         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8305         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8306         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8307         rsurface.modelelement3i = model->surfmesh.data_element3i;
8308         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8309         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8310         rsurface.modelelement3s = model->surfmesh.data_element3s;
8311         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8312         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8313         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8314         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8315         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8316         rsurface.modelsurfaces = model->data_surfaces;
8317         rsurface.batchgeneratedvertex = false;
8318         rsurface.batchfirstvertex = 0;
8319         rsurface.batchnumvertices = 0;
8320         rsurface.batchfirsttriangle = 0;
8321         rsurface.batchnumtriangles = 0;
8322         rsurface.batchvertex3f  = NULL;
8323         rsurface.batchvertex3f_vertexbuffer = NULL;
8324         rsurface.batchvertex3f_bufferoffset = 0;
8325         rsurface.batchsvector3f = NULL;
8326         rsurface.batchsvector3f_vertexbuffer = NULL;
8327         rsurface.batchsvector3f_bufferoffset = 0;
8328         rsurface.batchtvector3f = NULL;
8329         rsurface.batchtvector3f_vertexbuffer = NULL;
8330         rsurface.batchtvector3f_bufferoffset = 0;
8331         rsurface.batchnormal3f  = NULL;
8332         rsurface.batchnormal3f_vertexbuffer = NULL;
8333         rsurface.batchnormal3f_bufferoffset = 0;
8334         rsurface.batchlightmapcolor4f = NULL;
8335         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8336         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8337         rsurface.batchtexcoordtexture2f = NULL;
8338         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8339         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8340         rsurface.batchtexcoordlightmap2f = NULL;
8341         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8342         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8343         rsurface.batchvertexmesh = NULL;
8344         rsurface.batchvertexmeshbuffer = NULL;
8345         rsurface.batchvertex3fbuffer = NULL;
8346         rsurface.batchelement3i = NULL;
8347         rsurface.batchelement3i_indexbuffer = NULL;
8348         rsurface.batchelement3i_bufferoffset = 0;
8349         rsurface.batchelement3s = NULL;
8350         rsurface.batchelement3s_indexbuffer = NULL;
8351         rsurface.batchelement3s_bufferoffset = 0;
8352         rsurface.passcolor4f = NULL;
8353         rsurface.passcolor4f_vertexbuffer = NULL;
8354         rsurface.passcolor4f_bufferoffset = 0;
8355 }
8356
8357 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)
8358 {
8359         rsurface.entity = r_refdef.scene.worldentity;
8360         rsurface.skeleton = NULL;
8361         rsurface.ent_skinnum = 0;
8362         rsurface.ent_qwskin = -1;
8363         rsurface.ent_flags = entflags;
8364         rsurface.shadertime = r_refdef.scene.time - shadertime;
8365         rsurface.modelnumvertices = numvertices;
8366         rsurface.modelnumtriangles = numtriangles;
8367         rsurface.matrix = *matrix;
8368         rsurface.inversematrix = *inversematrix;
8369         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8370         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8371         R_EntityMatrix(&rsurface.matrix);
8372         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8373         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8374         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8375         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8376         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8377         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8378         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8379         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8380         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8381         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8382         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8383         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8384         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);
8385         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8386         rsurface.frameblend[0].lerp = 1;
8387         rsurface.ent_alttextures = false;
8388         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8389         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8390         if (wanttangents)
8391         {
8392                 rsurface.modelvertex3f = (float *)vertex3f;
8393                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8394                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8395                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8396         }
8397         else if (wantnormals)
8398         {
8399                 rsurface.modelvertex3f = (float *)vertex3f;
8400                 rsurface.modelsvector3f = NULL;
8401                 rsurface.modeltvector3f = NULL;
8402                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8403         }
8404         else
8405         {
8406                 rsurface.modelvertex3f = (float *)vertex3f;
8407                 rsurface.modelsvector3f = NULL;
8408                 rsurface.modeltvector3f = NULL;
8409                 rsurface.modelnormal3f = NULL;
8410         }
8411         rsurface.modelvertexmesh = NULL;
8412         rsurface.modelvertexmeshbuffer = NULL;
8413         rsurface.modelvertex3fbuffer = NULL;
8414         rsurface.modelvertex3f_vertexbuffer = 0;
8415         rsurface.modelvertex3f_bufferoffset = 0;
8416         rsurface.modelsvector3f_vertexbuffer = 0;
8417         rsurface.modelsvector3f_bufferoffset = 0;
8418         rsurface.modeltvector3f_vertexbuffer = 0;
8419         rsurface.modeltvector3f_bufferoffset = 0;
8420         rsurface.modelnormal3f_vertexbuffer = 0;
8421         rsurface.modelnormal3f_bufferoffset = 0;
8422         rsurface.modelgeneratedvertex = true;
8423         rsurface.modellightmapcolor4f  = (float *)color4f;
8424         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8425         rsurface.modellightmapcolor4f_bufferoffset = 0;
8426         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8427         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8428         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8429         rsurface.modeltexcoordlightmap2f  = NULL;
8430         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8431         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8432         rsurface.modelelement3i = (int *)element3i;
8433         rsurface.modelelement3i_indexbuffer = NULL;
8434         rsurface.modelelement3i_bufferoffset = 0;
8435         rsurface.modelelement3s = (unsigned short *)element3s;
8436         rsurface.modelelement3s_indexbuffer = NULL;
8437         rsurface.modelelement3s_bufferoffset = 0;
8438         rsurface.modellightmapoffsets = NULL;
8439         rsurface.modelsurfaces = NULL;
8440         rsurface.batchgeneratedvertex = false;
8441         rsurface.batchfirstvertex = 0;
8442         rsurface.batchnumvertices = 0;
8443         rsurface.batchfirsttriangle = 0;
8444         rsurface.batchnumtriangles = 0;
8445         rsurface.batchvertex3f  = NULL;
8446         rsurface.batchvertex3f_vertexbuffer = NULL;
8447         rsurface.batchvertex3f_bufferoffset = 0;
8448         rsurface.batchsvector3f = NULL;
8449         rsurface.batchsvector3f_vertexbuffer = NULL;
8450         rsurface.batchsvector3f_bufferoffset = 0;
8451         rsurface.batchtvector3f = NULL;
8452         rsurface.batchtvector3f_vertexbuffer = NULL;
8453         rsurface.batchtvector3f_bufferoffset = 0;
8454         rsurface.batchnormal3f  = NULL;
8455         rsurface.batchnormal3f_vertexbuffer = NULL;
8456         rsurface.batchnormal3f_bufferoffset = 0;
8457         rsurface.batchlightmapcolor4f = NULL;
8458         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8459         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8460         rsurface.batchtexcoordtexture2f = NULL;
8461         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8462         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8463         rsurface.batchtexcoordlightmap2f = NULL;
8464         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8465         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8466         rsurface.batchvertexmesh = NULL;
8467         rsurface.batchvertexmeshbuffer = NULL;
8468         rsurface.batchvertex3fbuffer = NULL;
8469         rsurface.batchelement3i = NULL;
8470         rsurface.batchelement3i_indexbuffer = NULL;
8471         rsurface.batchelement3i_bufferoffset = 0;
8472         rsurface.batchelement3s = NULL;
8473         rsurface.batchelement3s_indexbuffer = NULL;
8474         rsurface.batchelement3s_bufferoffset = 0;
8475         rsurface.passcolor4f = NULL;
8476         rsurface.passcolor4f_vertexbuffer = NULL;
8477         rsurface.passcolor4f_bufferoffset = 0;
8478
8479         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8480         {
8481                 if ((wantnormals || wanttangents) && !normal3f)
8482                 {
8483                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8484                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8485                 }
8486                 if (wanttangents && !svector3f)
8487                 {
8488                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8489                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8490                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8491                 }
8492         }
8493 }
8494
8495 float RSurf_FogPoint(const float *v)
8496 {
8497         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8498         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8499         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8500         float FogHeightFade = r_refdef.fogheightfade;
8501         float fogfrac;
8502         unsigned int fogmasktableindex;
8503         if (r_refdef.fogplaneviewabove)
8504                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8505         else
8506                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8507         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8508         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8509 }
8510
8511 float RSurf_FogVertex(const float *v)
8512 {
8513         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8514         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8515         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8516         float FogHeightFade = rsurface.fogheightfade;
8517         float fogfrac;
8518         unsigned int fogmasktableindex;
8519         if (r_refdef.fogplaneviewabove)
8520                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8521         else
8522                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8523         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8524         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8525 }
8526
8527 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8528 {
8529         int i;
8530         for (i = 0;i < numelements;i++)
8531                 outelement3i[i] = inelement3i[i] + adjust;
8532 }
8533
8534 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8535 extern cvar_t gl_vbo;
8536 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8537 {
8538         int deformindex;
8539         int firsttriangle;
8540         int numtriangles;
8541         int firstvertex;
8542         int endvertex;
8543         int numvertices;
8544         int surfacefirsttriangle;
8545         int surfacenumtriangles;
8546         int surfacefirstvertex;
8547         int surfaceendvertex;
8548         int surfacenumvertices;
8549         int batchnumvertices;
8550         int batchnumtriangles;
8551         int needsupdate;
8552         int i, j;
8553         qboolean gaps;
8554         qboolean dynamicvertex;
8555         float amplitude;
8556         float animpos;
8557         float scale;
8558         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8559         float waveparms[4];
8560         q3shaderinfo_deform_t *deform;
8561         const msurface_t *surface, *firstsurface;
8562         r_vertexmesh_t *vertexmesh;
8563         if (!texturenumsurfaces)
8564                 return;
8565         // find vertex range of this surface batch
8566         gaps = false;
8567         firstsurface = texturesurfacelist[0];
8568         firsttriangle = firstsurface->num_firsttriangle;
8569         batchnumvertices = 0;
8570         batchnumtriangles = 0;
8571         firstvertex = endvertex = firstsurface->num_firstvertex;
8572         for (i = 0;i < texturenumsurfaces;i++)
8573         {
8574                 surface = texturesurfacelist[i];
8575                 if (surface != firstsurface + i)
8576                         gaps = true;
8577                 surfacefirstvertex = surface->num_firstvertex;
8578                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8579                 surfacenumvertices = surface->num_vertices;
8580                 surfacenumtriangles = surface->num_triangles;
8581                 if (firstvertex > surfacefirstvertex)
8582                         firstvertex = surfacefirstvertex;
8583                 if (endvertex < surfaceendvertex)
8584                         endvertex = surfaceendvertex;
8585                 batchnumvertices += surfacenumvertices;
8586                 batchnumtriangles += surfacenumtriangles;
8587         }
8588
8589         // we now know the vertex range used, and if there are any gaps in it
8590         rsurface.batchfirstvertex = firstvertex;
8591         rsurface.batchnumvertices = endvertex - firstvertex;
8592         rsurface.batchfirsttriangle = firsttriangle;
8593         rsurface.batchnumtriangles = batchnumtriangles;
8594
8595         // this variable holds flags for which properties have been updated that
8596         // may require regenerating vertexmesh array...
8597         needsupdate = 0;
8598
8599         // check if any dynamic vertex processing must occur
8600         dynamicvertex = false;
8601
8602         // if there is a chance of animated vertex colors, it's a dynamic batch
8603         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8604         {
8605                 dynamicvertex = true;
8606                 batchneed |= BATCHNEED_NOGAPS;
8607                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8608         }
8609
8610         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8611         {
8612                 switch (deform->deform)
8613                 {
8614                 default:
8615                 case Q3DEFORM_PROJECTIONSHADOW:
8616                 case Q3DEFORM_TEXT0:
8617                 case Q3DEFORM_TEXT1:
8618                 case Q3DEFORM_TEXT2:
8619                 case Q3DEFORM_TEXT3:
8620                 case Q3DEFORM_TEXT4:
8621                 case Q3DEFORM_TEXT5:
8622                 case Q3DEFORM_TEXT6:
8623                 case Q3DEFORM_TEXT7:
8624                 case Q3DEFORM_NONE:
8625                         break;
8626                 case Q3DEFORM_AUTOSPRITE:
8627                         dynamicvertex = true;
8628                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8629                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630                         break;
8631                 case Q3DEFORM_AUTOSPRITE2:
8632                         dynamicvertex = true;
8633                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8634                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8635                         break;
8636                 case Q3DEFORM_NORMAL:
8637                         dynamicvertex = true;
8638                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8639                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8640                         break;
8641                 case Q3DEFORM_WAVE:
8642                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8643                                 break; // if wavefunc is a nop, ignore this transform
8644                         dynamicvertex = true;
8645                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8646                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8647                         break;
8648                 case Q3DEFORM_BULGE:
8649                         dynamicvertex = true;
8650                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8651                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8652                         break;
8653                 case Q3DEFORM_MOVE:
8654                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8655                                 break; // if wavefunc is a nop, ignore this transform
8656                         dynamicvertex = true;
8657                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8658                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8659                         break;
8660                 }
8661         }
8662         switch(rsurface.texture->tcgen.tcgen)
8663         {
8664         default:
8665         case Q3TCGEN_TEXTURE:
8666                 break;
8667         case Q3TCGEN_LIGHTMAP:
8668                 dynamicvertex = true;
8669                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8670                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8671                 break;
8672         case Q3TCGEN_VECTOR:
8673                 dynamicvertex = true;
8674                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8675                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8676                 break;
8677         case Q3TCGEN_ENVIRONMENT:
8678                 dynamicvertex = true;
8679                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8680                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8681                 break;
8682         }
8683         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8684         {
8685                 dynamicvertex = true;
8686                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8687                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8688         }
8689
8690         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8691         {
8692                 dynamicvertex = true;
8693                 batchneed |= BATCHNEED_NOGAPS;
8694                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8695         }
8696
8697         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8698         {
8699                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8700                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8701                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8702                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8703                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8704                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8705                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8706         }
8707
8708         // when the model data has no vertex buffer (dynamic mesh), we need to
8709         // eliminate gaps
8710         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8711                 batchneed |= BATCHNEED_NOGAPS;
8712
8713         // if needsupdate, we have to do a dynamic vertex batch for sure
8714         if (needsupdate & batchneed)
8715                 dynamicvertex = true;
8716
8717         // see if we need to build vertexmesh from arrays
8718         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8719                 dynamicvertex = true;
8720
8721         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8722         // also some drivers strongly dislike firstvertex
8723         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8724                 dynamicvertex = true;
8725
8726         rsurface.batchvertex3f = rsurface.modelvertex3f;
8727         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8728         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8729         rsurface.batchsvector3f = rsurface.modelsvector3f;
8730         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8731         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8732         rsurface.batchtvector3f = rsurface.modeltvector3f;
8733         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8734         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8735         rsurface.batchnormal3f = rsurface.modelnormal3f;
8736         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8737         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8738         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8739         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8740         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8741         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8742         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8743         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8744         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8745         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8746         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8747         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8748         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8749         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8750         rsurface.batchelement3i = rsurface.modelelement3i;
8751         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8752         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8753         rsurface.batchelement3s = rsurface.modelelement3s;
8754         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8755         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8756
8757         // if any dynamic vertex processing has to occur in software, we copy the
8758         // entire surface list together before processing to rebase the vertices
8759         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8760         //
8761         // if any gaps exist and we do not have a static vertex buffer, we have to
8762         // copy the surface list together to avoid wasting upload bandwidth on the
8763         // vertices in the gaps.
8764         //
8765         // if gaps exist and we have a static vertex buffer, we still have to
8766         // combine the index buffer ranges into one dynamic index buffer.
8767         //
8768         // in all cases we end up with data that can be drawn in one call.
8769
8770         if (!dynamicvertex)
8771         {
8772                 // static vertex data, just set pointers...
8773                 rsurface.batchgeneratedvertex = false;
8774                 // if there are gaps, we want to build a combined index buffer,
8775                 // otherwise use the original static buffer with an appropriate offset
8776                 if (gaps)
8777                 {
8778                         // build a new triangle elements array for this batch
8779                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8780                         rsurface.batchfirsttriangle = 0;
8781                         numtriangles = 0;
8782                         for (i = 0;i < texturenumsurfaces;i++)
8783                         {
8784                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8785                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8786                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8787                                 numtriangles += surfacenumtriangles;
8788                         }
8789                         rsurface.batchelement3i_indexbuffer = NULL;
8790                         rsurface.batchelement3i_bufferoffset = 0;
8791                         rsurface.batchelement3s = NULL;
8792                         rsurface.batchelement3s_indexbuffer = NULL;
8793                         rsurface.batchelement3s_bufferoffset = 0;
8794                         if (endvertex <= 65536)
8795                         {
8796                                 // make a 16bit (unsigned short) index array if possible
8797                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8798                                 for (i = 0;i < numtriangles*3;i++)
8799                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8800                         }
8801                 }
8802                 return;
8803         }
8804
8805         // something needs software processing, do it for real...
8806         // we only directly handle separate array data in this case and then
8807         // generate interleaved data if needed...
8808         rsurface.batchgeneratedvertex = true;
8809
8810         // now copy the vertex data into a combined array and make an index array
8811         // (this is what Quake3 does all the time)
8812         //if (gaps || rsurface.batchfirstvertex)
8813         {
8814                 rsurface.batchvertex3fbuffer = NULL;
8815                 rsurface.batchvertexmesh = NULL;
8816                 rsurface.batchvertexmeshbuffer = NULL;
8817                 rsurface.batchvertex3f = NULL;
8818                 rsurface.batchvertex3f_vertexbuffer = NULL;
8819                 rsurface.batchvertex3f_bufferoffset = 0;
8820                 rsurface.batchsvector3f = NULL;
8821                 rsurface.batchsvector3f_vertexbuffer = NULL;
8822                 rsurface.batchsvector3f_bufferoffset = 0;
8823                 rsurface.batchtvector3f = NULL;
8824                 rsurface.batchtvector3f_vertexbuffer = NULL;
8825                 rsurface.batchtvector3f_bufferoffset = 0;
8826                 rsurface.batchnormal3f = NULL;
8827                 rsurface.batchnormal3f_vertexbuffer = NULL;
8828                 rsurface.batchnormal3f_bufferoffset = 0;
8829                 rsurface.batchlightmapcolor4f = NULL;
8830                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8831                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8832                 rsurface.batchtexcoordtexture2f = NULL;
8833                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8834                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8835                 rsurface.batchtexcoordlightmap2f = NULL;
8836                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8837                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8838                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8839                 rsurface.batchelement3i_indexbuffer = NULL;
8840                 rsurface.batchelement3i_bufferoffset = 0;
8841                 rsurface.batchelement3s = NULL;
8842                 rsurface.batchelement3s_indexbuffer = NULL;
8843                 rsurface.batchelement3s_bufferoffset = 0;
8844                 // we'll only be setting up certain arrays as needed
8845                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8846                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8847                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8848                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8849                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8850                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8851                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8852                 {
8853                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8854                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8855                 }
8856                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8857                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8858                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8859                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8860                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8861                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8862                 numvertices = 0;
8863                 numtriangles = 0;
8864                 for (i = 0;i < texturenumsurfaces;i++)
8865                 {
8866                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8867                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8868                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8869                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8870                         // copy only the data requested
8871                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8872                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8873                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8874                         {
8875                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8876                                 {
8877                                         if (rsurface.batchvertex3f)
8878                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8879                                         else
8880                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8881                                 }
8882                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8883                                 {
8884                                         if (rsurface.modelnormal3f)
8885                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8886                                         else
8887                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8888                                 }
8889                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8890                                 {
8891                                         if (rsurface.modelsvector3f)
8892                                         {
8893                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8894                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8895                                         }
8896                                         else
8897                                         {
8898                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8899                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8900                                         }
8901                                 }
8902                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8903                                 {
8904                                         if (rsurface.modellightmapcolor4f)
8905                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8906                                         else
8907                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8908                                 }
8909                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8910                                 {
8911                                         if (rsurface.modeltexcoordtexture2f)
8912                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8913                                         else
8914                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8915                                 }
8916                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8917                                 {
8918                                         if (rsurface.modeltexcoordlightmap2f)
8919                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8920                                         else
8921                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8922                                 }
8923                         }
8924                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8925                         numvertices += surfacenumvertices;
8926                         numtriangles += surfacenumtriangles;
8927                 }
8928
8929                 // generate a 16bit index array as well if possible
8930                 // (in general, dynamic batches fit)
8931                 if (numvertices <= 65536)
8932                 {
8933                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8934                         for (i = 0;i < numtriangles*3;i++)
8935                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8936                 }
8937
8938                 // since we've copied everything, the batch now starts at 0
8939                 rsurface.batchfirstvertex = 0;
8940                 rsurface.batchnumvertices = batchnumvertices;
8941                 rsurface.batchfirsttriangle = 0;
8942                 rsurface.batchnumtriangles = batchnumtriangles;
8943         }
8944
8945         // q1bsp surfaces rendered in vertex color mode have to have colors
8946         // calculated based on lightstyles
8947         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8948         {
8949                 // generate color arrays for the surfaces in this list
8950                 int c[4];
8951                 int scale;
8952                 int size3;
8953                 const int *offsets;
8954                 const unsigned char *lm;
8955                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8956                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8957                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8958                 numvertices = 0;
8959                 for (i = 0;i < texturenumsurfaces;i++)
8960                 {
8961                         surface = texturesurfacelist[i];
8962                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8963                         surfacenumvertices = surface->num_vertices;
8964                         if (surface->lightmapinfo->samples)
8965                         {
8966                                 for (j = 0;j < surfacenumvertices;j++)
8967                                 {
8968                                         lm = surface->lightmapinfo->samples + offsets[j];
8969                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8970                                         VectorScale(lm, scale, c);
8971                                         if (surface->lightmapinfo->styles[1] != 255)
8972                                         {
8973                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8974                                                 lm += size3;
8975                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8976                                                 VectorMA(c, scale, lm, c);
8977                                                 if (surface->lightmapinfo->styles[2] != 255)
8978                                                 {
8979                                                         lm += size3;
8980                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8981                                                         VectorMA(c, scale, lm, c);
8982                                                         if (surface->lightmapinfo->styles[3] != 255)
8983                                                         {
8984                                                                 lm += size3;
8985                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8986                                                                 VectorMA(c, scale, lm, c);
8987                                                         }
8988                                                 }
8989                                         }
8990                                         c[0] >>= 7;
8991                                         c[1] >>= 7;
8992                                         c[2] >>= 7;
8993                                         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);
8994                                         numvertices++;
8995                                 }
8996                         }
8997                         else
8998                         {
8999                                 for (j = 0;j < surfacenumvertices;j++)
9000                                 {
9001                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9002                                         numvertices++;
9003                                 }
9004                         }
9005                 }
9006         }
9007
9008         // if vertices are deformed (sprite flares and things in maps, possibly
9009         // water waves, bulges and other deformations), modify the copied vertices
9010         // in place
9011         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9012         {
9013                 switch (deform->deform)
9014                 {
9015                 default:
9016                 case Q3DEFORM_PROJECTIONSHADOW:
9017                 case Q3DEFORM_TEXT0:
9018                 case Q3DEFORM_TEXT1:
9019                 case Q3DEFORM_TEXT2:
9020                 case Q3DEFORM_TEXT3:
9021                 case Q3DEFORM_TEXT4:
9022                 case Q3DEFORM_TEXT5:
9023                 case Q3DEFORM_TEXT6:
9024                 case Q3DEFORM_TEXT7:
9025                 case Q3DEFORM_NONE:
9026                         break;
9027                 case Q3DEFORM_AUTOSPRITE:
9028                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9029                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9030                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9031                         VectorNormalize(newforward);
9032                         VectorNormalize(newright);
9033                         VectorNormalize(newup);
9034 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9035 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9036 //                      rsurface.batchvertex3f_bufferoffset = 0;
9037 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9038 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9039 //                      rsurface.batchsvector3f_bufferoffset = 0;
9040 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9041 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9042 //                      rsurface.batchtvector3f_bufferoffset = 0;
9043 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9044 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9045 //                      rsurface.batchnormal3f_bufferoffset = 0;
9046                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9047                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9048                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9049                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9050                                 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);
9051                         // a single autosprite surface can contain multiple sprites...
9052                         for (j = 0;j < batchnumvertices - 3;j += 4)
9053                         {
9054                                 VectorClear(center);
9055                                 for (i = 0;i < 4;i++)
9056                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9057                                 VectorScale(center, 0.25f, center);
9058                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9059                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9060                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9061                                 for (i = 0;i < 4;i++)
9062                                 {
9063                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9064                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9065                                 }
9066                         }
9067                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9068                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9069                         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);
9070                         break;
9071                 case Q3DEFORM_AUTOSPRITE2:
9072                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9073                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9074                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9075                         VectorNormalize(newforward);
9076                         VectorNormalize(newright);
9077                         VectorNormalize(newup);
9078 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9079 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9080 //                      rsurface.batchvertex3f_bufferoffset = 0;
9081                         {
9082                                 const float *v1, *v2;
9083                                 vec3_t start, end;
9084                                 float f, l;
9085                                 struct
9086                                 {
9087                                         float length2;
9088                                         const float *v1;
9089                                         const float *v2;
9090                                 }
9091                                 shortest[2];
9092                                 memset(shortest, 0, sizeof(shortest));
9093                                 // a single autosprite surface can contain multiple sprites...
9094                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9095                                 {
9096                                         VectorClear(center);
9097                                         for (i = 0;i < 4;i++)
9098                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9099                                         VectorScale(center, 0.25f, center);
9100                                         // find the two shortest edges, then use them to define the
9101                                         // axis vectors for rotating around the central axis
9102                                         for (i = 0;i < 6;i++)
9103                                         {
9104                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9105                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9106                                                 l = VectorDistance2(v1, v2);
9107                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9108                                                 if (v1[2] != v2[2])
9109                                                         l += (1.0f / 1024.0f);
9110                                                 if (shortest[0].length2 > l || i == 0)
9111                                                 {
9112                                                         shortest[1] = shortest[0];
9113                                                         shortest[0].length2 = l;
9114                                                         shortest[0].v1 = v1;
9115                                                         shortest[0].v2 = v2;
9116                                                 }
9117                                                 else if (shortest[1].length2 > l || i == 1)
9118                                                 {
9119                                                         shortest[1].length2 = l;
9120                                                         shortest[1].v1 = v1;
9121                                                         shortest[1].v2 = v2;
9122                                                 }
9123                                         }
9124                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9125                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9126                                         // this calculates the right vector from the shortest edge
9127                                         // and the up vector from the edge midpoints
9128                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9129                                         VectorNormalize(right);
9130                                         VectorSubtract(end, start, up);
9131                                         VectorNormalize(up);
9132                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9133                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9134                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9135                                         VectorNegate(forward, forward);
9136                                         VectorReflect(forward, 0, up, forward);
9137                                         VectorNormalize(forward);
9138                                         CrossProduct(up, forward, newright);
9139                                         VectorNormalize(newright);
9140                                         // rotate the quad around the up axis vector, this is made
9141                                         // especially easy by the fact we know the quad is flat,
9142                                         // so we only have to subtract the center position and
9143                                         // measure distance along the right vector, and then
9144                                         // multiply that by the newright vector and add back the
9145                                         // center position
9146                                         // we also need to subtract the old position to undo the
9147                                         // displacement from the center, which we do with a
9148                                         // DotProduct, the subtraction/addition of center is also
9149                                         // optimized into DotProducts here
9150                                         l = DotProduct(right, center);
9151                                         for (i = 0;i < 4;i++)
9152                                         {
9153                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9154                                                 f = DotProduct(right, v1) - l;
9155                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9156                                         }
9157                                 }
9158                         }
9159                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9160                         {
9161 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9162 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9163 //                              rsurface.batchnormal3f_bufferoffset = 0;
9164                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9165                         }
9166                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9167                         {
9168 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9169 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9170 //                              rsurface.batchsvector3f_bufferoffset = 0;
9171 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9172 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9173 //                              rsurface.batchtvector3f_bufferoffset = 0;
9174                                 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);
9175                         }
9176                         break;
9177                 case Q3DEFORM_NORMAL:
9178                         // deform the normals to make reflections wavey
9179                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9180                         rsurface.batchnormal3f_vertexbuffer = NULL;
9181                         rsurface.batchnormal3f_bufferoffset = 0;
9182                         for (j = 0;j < batchnumvertices;j++)
9183                         {
9184                                 float vertex[3];
9185                                 float *normal = rsurface.batchnormal3f + 3*j;
9186                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9187                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9188                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9189                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9190                                 VectorNormalize(normal);
9191                         }
9192                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9193                         {
9194 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9195 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9196 //                              rsurface.batchsvector3f_bufferoffset = 0;
9197 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9198 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9199 //                              rsurface.batchtvector3f_bufferoffset = 0;
9200                                 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);
9201                         }
9202                         break;
9203                 case Q3DEFORM_WAVE:
9204                         // deform vertex array to make wavey water and flags and such
9205                         waveparms[0] = deform->waveparms[0];
9206                         waveparms[1] = deform->waveparms[1];
9207                         waveparms[2] = deform->waveparms[2];
9208                         waveparms[3] = deform->waveparms[3];
9209                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9210                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9211                         // this is how a divisor of vertex influence on deformation
9212                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9213                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9214 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9215 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9216 //                      rsurface.batchvertex3f_bufferoffset = 0;
9217 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9218 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9219 //                      rsurface.batchnormal3f_bufferoffset = 0;
9220                         for (j = 0;j < batchnumvertices;j++)
9221                         {
9222                                 // if the wavefunc depends on time, evaluate it per-vertex
9223                                 if (waveparms[3])
9224                                 {
9225                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9226                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9227                                 }
9228                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9229                         }
9230                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9231                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9232                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9233                         {
9234 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9235 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9236 //                              rsurface.batchsvector3f_bufferoffset = 0;
9237 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9238 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9239 //                              rsurface.batchtvector3f_bufferoffset = 0;
9240                                 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);
9241                         }
9242                         break;
9243                 case Q3DEFORM_BULGE:
9244                         // deform vertex array to make the surface have moving bulges
9245 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9246 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9247 //                      rsurface.batchvertex3f_bufferoffset = 0;
9248 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9249 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9250 //                      rsurface.batchnormal3f_bufferoffset = 0;
9251                         for (j = 0;j < batchnumvertices;j++)
9252                         {
9253                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9254                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9255                         }
9256                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9257                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9258                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9259                         {
9260 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9261 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9262 //                              rsurface.batchsvector3f_bufferoffset = 0;
9263 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9264 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9265 //                              rsurface.batchtvector3f_bufferoffset = 0;
9266                                 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);
9267                         }
9268                         break;
9269                 case Q3DEFORM_MOVE:
9270                         // deform vertex array
9271                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9272                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9273                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9274                         VectorScale(deform->parms, scale, waveparms);
9275 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9276 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9277 //                      rsurface.batchvertex3f_bufferoffset = 0;
9278                         for (j = 0;j < batchnumvertices;j++)
9279                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9280                         break;
9281                 }
9282         }
9283
9284         // generate texcoords based on the chosen texcoord source
9285         switch(rsurface.texture->tcgen.tcgen)
9286         {
9287         default:
9288         case Q3TCGEN_TEXTURE:
9289                 break;
9290         case Q3TCGEN_LIGHTMAP:
9291 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9292 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9293 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9294                 if (rsurface.batchtexcoordlightmap2f)
9295                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9296                 break;
9297         case Q3TCGEN_VECTOR:
9298 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9299 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9300 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9301                 for (j = 0;j < batchnumvertices;j++)
9302                 {
9303                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9304                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9305                 }
9306                 break;
9307         case Q3TCGEN_ENVIRONMENT:
9308                 // make environment reflections using a spheremap
9309                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9310                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9311                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9312                 for (j = 0;j < batchnumvertices;j++)
9313                 {
9314                         // identical to Q3A's method, but executed in worldspace so
9315                         // carried models can be shiny too
9316
9317                         float viewer[3], d, reflected[3], worldreflected[3];
9318
9319                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9320                         // VectorNormalize(viewer);
9321
9322                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9323
9324                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9325                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9326                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9327                         // note: this is proportinal to viewer, so we can normalize later
9328
9329                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9330                         VectorNormalize(worldreflected);
9331
9332                         // note: this sphere map only uses world x and z!
9333                         // so positive and negative y will LOOK THE SAME.
9334                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9335                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9336                 }
9337                 break;
9338         }
9339         // the only tcmod that needs software vertex processing is turbulent, so
9340         // check for it here and apply the changes if needed
9341         // and we only support that as the first one
9342         // (handling a mixture of turbulent and other tcmods would be problematic
9343         //  without punting it entirely to a software path)
9344         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9345         {
9346                 amplitude = rsurface.texture->tcmods[0].parms[1];
9347                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9348 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9349 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9350 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9351                 for (j = 0;j < batchnumvertices;j++)
9352                 {
9353                         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);
9354                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9355                 }
9356         }
9357
9358         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9359         {
9360                 // convert the modified arrays to vertex structs
9361 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9362 //              rsurface.batchvertexmeshbuffer = NULL;
9363                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9364                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9365                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9366                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9367                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9368                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9369                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9370                 {
9371                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9372                         {
9373                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9374                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9375                         }
9376                 }
9377                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9378                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9379                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9380                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9381                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9382                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9383                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9384                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9385                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9386         }
9387 }
9388
9389 void RSurf_DrawBatch(void)
9390 {
9391         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9392         // through the pipeline, killing it earlier in the pipeline would have
9393         // per-surface overhead rather than per-batch overhead, so it's best to
9394         // reject it here, before it hits glDraw.
9395         if (rsurface.batchnumtriangles == 0)
9396                 return;
9397 #if 0
9398         // batch debugging code
9399         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9400         {
9401                 int i;
9402                 int j;
9403                 int c;
9404                 const int *e;
9405                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9406                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9407                 {
9408                         c = e[i];
9409                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9410                         {
9411                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9412                                 {
9413                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9414                                                 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);
9415                                         break;
9416                                 }
9417                         }
9418                 }
9419         }
9420 #endif
9421         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);
9422 }
9423
9424 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9425 {
9426         // pick the closest matching water plane
9427         int planeindex, vertexindex, bestplaneindex = -1;
9428         float d, bestd;
9429         vec3_t vert;
9430         const float *v;
9431         r_waterstate_waterplane_t *p;
9432         qboolean prepared = false;
9433         bestd = 0;
9434         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9435         {
9436                 if(p->camera_entity != rsurface.texture->camera_entity)
9437                         continue;
9438                 d = 0;
9439                 if(!prepared)
9440                 {
9441                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9442                         prepared = true;
9443                         if(rsurface.batchnumvertices == 0)
9444                                 break;
9445                 }
9446                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9447                 {
9448                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9449                         d += fabs(PlaneDiff(vert, &p->plane));
9450                 }
9451                 if (bestd > d || bestplaneindex < 0)
9452                 {
9453                         bestd = d;
9454                         bestplaneindex = planeindex;
9455                 }
9456         }
9457         return bestplaneindex;
9458         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9459         // this situation though, as it might be better to render single larger
9460         // batches with useless stuff (backface culled for example) than to
9461         // render multiple smaller batches
9462 }
9463
9464 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9465 {
9466         int i;
9467         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9468         rsurface.passcolor4f_vertexbuffer = 0;
9469         rsurface.passcolor4f_bufferoffset = 0;
9470         for (i = 0;i < rsurface.batchnumvertices;i++)
9471                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9472 }
9473
9474 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9475 {
9476         int i;
9477         float f;
9478         const float *v;
9479         const float *c;
9480         float *c2;
9481         if (rsurface.passcolor4f)
9482         {
9483                 // generate color arrays
9484                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9485                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9486                 rsurface.passcolor4f_vertexbuffer = 0;
9487                 rsurface.passcolor4f_bufferoffset = 0;
9488                 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)
9489                 {
9490                         f = RSurf_FogVertex(v);
9491                         c2[0] = c[0] * f;
9492                         c2[1] = c[1] * f;
9493                         c2[2] = c[2] * f;
9494                         c2[3] = c[3];
9495                 }
9496         }
9497         else
9498         {
9499                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9500                 rsurface.passcolor4f_vertexbuffer = 0;
9501                 rsurface.passcolor4f_bufferoffset = 0;
9502                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9503                 {
9504                         f = RSurf_FogVertex(v);
9505                         c2[0] = f;
9506                         c2[1] = f;
9507                         c2[2] = f;
9508                         c2[3] = 1;
9509                 }
9510         }
9511 }
9512
9513 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9514 {
9515         int i;
9516         float f;
9517         const float *v;
9518         const float *c;
9519         float *c2;
9520         if (!rsurface.passcolor4f)
9521                 return;
9522         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9523         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9524         rsurface.passcolor4f_vertexbuffer = 0;
9525         rsurface.passcolor4f_bufferoffset = 0;
9526         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)
9527         {
9528                 f = RSurf_FogVertex(v);
9529                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9530                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9531                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9532                 c2[3] = c[3];
9533         }
9534 }
9535
9536 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9537 {
9538         int i;
9539         const float *c;
9540         float *c2;
9541         if (!rsurface.passcolor4f)
9542                 return;
9543         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9544         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9545         rsurface.passcolor4f_vertexbuffer = 0;
9546         rsurface.passcolor4f_bufferoffset = 0;
9547         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9548         {
9549                 c2[0] = c[0] * r;
9550                 c2[1] = c[1] * g;
9551                 c2[2] = c[2] * b;
9552                 c2[3] = c[3] * a;
9553         }
9554 }
9555
9556 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9557 {
9558         int i;
9559         const float *c;
9560         float *c2;
9561         if (!rsurface.passcolor4f)
9562                 return;
9563         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9564         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9565         rsurface.passcolor4f_vertexbuffer = 0;
9566         rsurface.passcolor4f_bufferoffset = 0;
9567         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9568         {
9569                 c2[0] = c[0] + r_refdef.scene.ambient;
9570                 c2[1] = c[1] + r_refdef.scene.ambient;
9571                 c2[2] = c[2] + r_refdef.scene.ambient;
9572                 c2[3] = c[3];
9573         }
9574 }
9575
9576 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9577 {
9578         // TODO: optimize
9579         rsurface.passcolor4f = NULL;
9580         rsurface.passcolor4f_vertexbuffer = 0;
9581         rsurface.passcolor4f_bufferoffset = 0;
9582         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9583         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9584         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9585         GL_Color(r, g, b, a);
9586         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9587         RSurf_DrawBatch();
9588 }
9589
9590 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9591 {
9592         // TODO: optimize applyfog && applycolor case
9593         // just apply fog if necessary, and tint the fog color array if necessary
9594         rsurface.passcolor4f = NULL;
9595         rsurface.passcolor4f_vertexbuffer = 0;
9596         rsurface.passcolor4f_bufferoffset = 0;
9597         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9598         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9599         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9600         GL_Color(r, g, b, a);
9601         RSurf_DrawBatch();
9602 }
9603
9604 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9605 {
9606         // TODO: optimize
9607         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9608         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9609         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9610         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9611         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9612         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9613         GL_Color(r, g, b, a);
9614         RSurf_DrawBatch();
9615 }
9616
9617 static void RSurf_DrawBatch_GL11_ClampColor(void)
9618 {
9619         int i;
9620         const float *c1;
9621         float *c2;
9622         if (!rsurface.passcolor4f)
9623                 return;
9624         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9625         {
9626                 c2[0] = bound(0.0f, c1[0], 1.0f);
9627                 c2[1] = bound(0.0f, c1[1], 1.0f);
9628                 c2[2] = bound(0.0f, c1[2], 1.0f);
9629                 c2[3] = bound(0.0f, c1[3], 1.0f);
9630         }
9631 }
9632
9633 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9634 {
9635         int i;
9636         float f;
9637         const float *v;
9638         const float *n;
9639         float *c;
9640         //vec3_t eyedir;
9641
9642         // fake shading
9643         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9644         rsurface.passcolor4f_vertexbuffer = 0;
9645         rsurface.passcolor4f_bufferoffset = 0;
9646         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)
9647         {
9648                 f = -DotProduct(r_refdef.view.forward, n);
9649                 f = max(0, f);
9650                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9651                 f *= r_refdef.lightmapintensity;
9652                 Vector4Set(c, f, f, f, 1);
9653         }
9654 }
9655
9656 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9657 {
9658         RSurf_DrawBatch_GL11_ApplyFakeLight();
9659         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9660         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9661         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9662         GL_Color(r, g, b, a);
9663         RSurf_DrawBatch();
9664 }
9665
9666 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9667 {
9668         int i;
9669         float f;
9670         float alpha;
9671         const float *v;
9672         const float *n;
9673         float *c;
9674         vec3_t ambientcolor;
9675         vec3_t diffusecolor;
9676         vec3_t lightdir;
9677         // TODO: optimize
9678         // model lighting
9679         VectorCopy(rsurface.modellight_lightdir, lightdir);
9680         f = 0.5f * r_refdef.lightmapintensity;
9681         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9682         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9683         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9684         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9685         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9686         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9687         alpha = *a;
9688         if (VectorLength2(diffusecolor) > 0)
9689         {
9690                 // q3-style directional shading
9691                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9692                 rsurface.passcolor4f_vertexbuffer = 0;
9693                 rsurface.passcolor4f_bufferoffset = 0;
9694                 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)
9695                 {
9696                         if ((f = DotProduct(n, lightdir)) > 0)
9697                                 VectorMA(ambientcolor, f, diffusecolor, c);
9698                         else
9699                                 VectorCopy(ambientcolor, c);
9700                         c[3] = alpha;
9701                 }
9702                 *r = 1;
9703                 *g = 1;
9704                 *b = 1;
9705                 *a = 1;
9706                 *applycolor = false;
9707         }
9708         else
9709         {
9710                 *r = ambientcolor[0];
9711                 *g = ambientcolor[1];
9712                 *b = ambientcolor[2];
9713                 rsurface.passcolor4f = NULL;
9714                 rsurface.passcolor4f_vertexbuffer = 0;
9715                 rsurface.passcolor4f_bufferoffset = 0;
9716         }
9717 }
9718
9719 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9720 {
9721         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9722         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9723         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9724         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9725         GL_Color(r, g, b, a);
9726         RSurf_DrawBatch();
9727 }
9728
9729 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9730 {
9731         int i;
9732         float f;
9733         const float *v;
9734         float *c;
9735
9736         // fake shading
9737         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9738         rsurface.passcolor4f_vertexbuffer = 0;
9739         rsurface.passcolor4f_bufferoffset = 0;
9740
9741         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9742         {
9743                 f = 1 - RSurf_FogVertex(v);
9744                 c[0] = r;
9745                 c[1] = g;
9746                 c[2] = b;
9747                 c[3] = f * a;
9748         }
9749 }
9750
9751 void RSurf_SetupDepthAndCulling(void)
9752 {
9753         // submodels are biased to avoid z-fighting with world surfaces that they
9754         // may be exactly overlapping (avoids z-fighting artifacts on certain
9755         // doors and things in Quake maps)
9756         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9757         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9758         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9759         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9760 }
9761
9762 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9763 {
9764         // transparent sky would be ridiculous
9765         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9766                 return;
9767         R_SetupShader_Generic_NoTexture(false, false);
9768         skyrenderlater = true;
9769         RSurf_SetupDepthAndCulling();
9770         GL_DepthMask(true);
9771         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9772         // skymasking on them, and Quake3 never did sky masking (unlike
9773         // software Quake and software Quake2), so disable the sky masking
9774         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9775         // and skymasking also looks very bad when noclipping outside the
9776         // level, so don't use it then either.
9777         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9778         {
9779                 R_Mesh_ResetTextureState();
9780                 if (skyrendermasked)
9781                 {
9782                         R_SetupShader_DepthOrShadow(false);
9783                         // depth-only (masking)
9784                         GL_ColorMask(0,0,0,0);
9785                         // just to make sure that braindead drivers don't draw
9786                         // anything despite that colormask...
9787                         GL_BlendFunc(GL_ZERO, GL_ONE);
9788                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9789                         if (rsurface.batchvertex3fbuffer)
9790                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9791                         else
9792                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9793                 }
9794                 else
9795                 {
9796                         R_SetupShader_Generic_NoTexture(false, false);
9797                         // fog sky
9798                         GL_BlendFunc(GL_ONE, GL_ZERO);
9799                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9800                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9801                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9802                 }
9803                 RSurf_DrawBatch();
9804                 if (skyrendermasked)
9805                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9806         }
9807         R_Mesh_ResetTextureState();
9808         GL_Color(1, 1, 1, 1);
9809 }
9810
9811 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9812 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9813 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9814 {
9815         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9816                 return;
9817         if (prepass)
9818         {
9819                 // render screenspace normalmap to texture
9820                 GL_DepthMask(true);
9821                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9822                 RSurf_DrawBatch();
9823         }
9824
9825         // bind lightmap texture
9826
9827         // water/refraction/reflection/camera surfaces have to be handled specially
9828         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9829         {
9830                 int start, end, startplaneindex;
9831                 for (start = 0;start < texturenumsurfaces;start = end)
9832                 {
9833                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9834                         if(startplaneindex < 0)
9835                         {
9836                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9837                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9838                                 end = start + 1;
9839                                 continue;
9840                         }
9841                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9842                                 ;
9843                         // now that we have a batch using the same planeindex, render it
9844                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9845                         {
9846                                 // render water or distortion background
9847                                 GL_DepthMask(true);
9848                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9849                                 RSurf_DrawBatch();
9850                                 // blend surface on top
9851                                 GL_DepthMask(false);
9852                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9853                                 RSurf_DrawBatch();
9854                         }
9855                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9856                         {
9857                                 // render surface with reflection texture as input
9858                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9859                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9860                                 RSurf_DrawBatch();
9861                         }
9862                 }
9863                 return;
9864         }
9865
9866         // render surface batch normally
9867         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9868         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);
9869         RSurf_DrawBatch();
9870 }
9871
9872 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9873 {
9874         // OpenGL 1.3 path - anything not completely ancient
9875         qboolean applycolor;
9876         qboolean applyfog;
9877         int layerindex;
9878         const texturelayer_t *layer;
9879         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);
9880         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9881
9882         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9883         {
9884                 vec4_t layercolor;
9885                 int layertexrgbscale;
9886                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9887                 {
9888                         if (layerindex == 0)
9889                                 GL_AlphaTest(true);
9890                         else
9891                         {
9892                                 GL_AlphaTest(false);
9893                                 GL_DepthFunc(GL_EQUAL);
9894                         }
9895                 }
9896                 GL_DepthMask(layer->depthmask && writedepth);
9897                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9898                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9899                 {
9900                         layertexrgbscale = 4;
9901                         VectorScale(layer->color, 0.25f, layercolor);
9902                 }
9903                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9904                 {
9905                         layertexrgbscale = 2;
9906                         VectorScale(layer->color, 0.5f, layercolor);
9907                 }
9908                 else
9909                 {
9910                         layertexrgbscale = 1;
9911                         VectorScale(layer->color, 1.0f, layercolor);
9912                 }
9913                 layercolor[3] = layer->color[3];
9914                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9915                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9916                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9917                 switch (layer->type)
9918                 {
9919                 case TEXTURELAYERTYPE_LITTEXTURE:
9920                         // single-pass lightmapped texture with 2x rgbscale
9921                         R_Mesh_TexBind(0, r_texture_white);
9922                         R_Mesh_TexMatrix(0, NULL);
9923                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9924                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9925                         R_Mesh_TexBind(1, layer->texture);
9926                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9927                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9928                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9929                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9930                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9931                         else if (FAKELIGHT_ENABLED)
9932                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9933                         else if (rsurface.uselightmaptexture)
9934                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9935                         else
9936                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9937                         break;
9938                 case TEXTURELAYERTYPE_TEXTURE:
9939                         // singletexture unlit texture with transparency support
9940                         R_Mesh_TexBind(0, layer->texture);
9941                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9942                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9943                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9944                         R_Mesh_TexBind(1, 0);
9945                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9946                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9947                         break;
9948                 case TEXTURELAYERTYPE_FOG:
9949                         // singletexture fogging
9950                         if (layer->texture)
9951                         {
9952                                 R_Mesh_TexBind(0, layer->texture);
9953                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9954                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9955                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9956                         }
9957                         else
9958                         {
9959                                 R_Mesh_TexBind(0, 0);
9960                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9961                         }
9962                         R_Mesh_TexBind(1, 0);
9963                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9964                         // generate a color array for the fog pass
9965                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9966                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9967                         RSurf_DrawBatch();
9968                         break;
9969                 default:
9970                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9971                 }
9972         }
9973         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9974         {
9975                 GL_DepthFunc(GL_LEQUAL);
9976                 GL_AlphaTest(false);
9977         }
9978 }
9979
9980 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9981 {
9982         // OpenGL 1.1 - crusty old voodoo path
9983         qboolean applyfog;
9984         int layerindex;
9985         const texturelayer_t *layer;
9986         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);
9987         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9988
9989         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9990         {
9991                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9992                 {
9993                         if (layerindex == 0)
9994                                 GL_AlphaTest(true);
9995                         else
9996                         {
9997                                 GL_AlphaTest(false);
9998                                 GL_DepthFunc(GL_EQUAL);
9999                         }
10000                 }
10001                 GL_DepthMask(layer->depthmask && writedepth);
10002                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10003                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10004                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10005                 switch (layer->type)
10006                 {
10007                 case TEXTURELAYERTYPE_LITTEXTURE:
10008                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10009                         {
10010                                 // two-pass lit texture with 2x rgbscale
10011                                 // first the lightmap pass
10012                                 R_Mesh_TexBind(0, r_texture_white);
10013                                 R_Mesh_TexMatrix(0, NULL);
10014                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10015                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10016                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10017                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10018                                 else if (FAKELIGHT_ENABLED)
10019                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10020                                 else if (rsurface.uselightmaptexture)
10021                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10022                                 else
10023                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10024                                 // then apply the texture to it
10025                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10026                                 R_Mesh_TexBind(0, layer->texture);
10027                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10028                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10029                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10030                                 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);
10031                         }
10032                         else
10033                         {
10034                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10035                                 R_Mesh_TexBind(0, layer->texture);
10036                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10037                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10038                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10039                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10040                                         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);
10041                                 else
10042                                         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);
10043                         }
10044                         break;
10045                 case TEXTURELAYERTYPE_TEXTURE:
10046                         // singletexture unlit texture with transparency support
10047                         R_Mesh_TexBind(0, layer->texture);
10048                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10049                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10050                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10051                         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);
10052                         break;
10053                 case TEXTURELAYERTYPE_FOG:
10054                         // singletexture fogging
10055                         if (layer->texture)
10056                         {
10057                                 R_Mesh_TexBind(0, layer->texture);
10058                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10059                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10060                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10061                         }
10062                         else
10063                         {
10064                                 R_Mesh_TexBind(0, 0);
10065                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10066                         }
10067                         // generate a color array for the fog pass
10068                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10069                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10070                         RSurf_DrawBatch();
10071                         break;
10072                 default:
10073                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10074                 }
10075         }
10076         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10077         {
10078                 GL_DepthFunc(GL_LEQUAL);
10079                 GL_AlphaTest(false);
10080         }
10081 }
10082
10083 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10084 {
10085         int vi;
10086         int j;
10087         r_vertexgeneric_t *batchvertex;
10088         float c[4];
10089
10090 //      R_Mesh_ResetTextureState();
10091         R_SetupShader_Generic_NoTexture(false, false);
10092
10093         if(rsurface.texture && rsurface.texture->currentskinframe)
10094         {
10095                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10096                 c[3] *= rsurface.texture->currentalpha;
10097         }
10098         else
10099         {
10100                 c[0] = 1;
10101                 c[1] = 0;
10102                 c[2] = 1;
10103                 c[3] = 1;
10104         }
10105
10106         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10107         {
10108                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10109                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10110                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10111         }
10112
10113         // brighten it up (as texture value 127 means "unlit")
10114         c[0] *= 2 * r_refdef.view.colorscale;
10115         c[1] *= 2 * r_refdef.view.colorscale;
10116         c[2] *= 2 * r_refdef.view.colorscale;
10117
10118         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10119                 c[3] *= r_wateralpha.value;
10120
10121         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10122         {
10123                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10124                 GL_DepthMask(false);
10125         }
10126         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10127         {
10128                 GL_BlendFunc(GL_ONE, GL_ONE);
10129                 GL_DepthMask(false);
10130         }
10131         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10132         {
10133                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10134                 GL_DepthMask(false);
10135         }
10136         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10137         {
10138                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10139                 GL_DepthMask(false);
10140         }
10141         else
10142         {
10143                 GL_BlendFunc(GL_ONE, GL_ZERO);
10144                 GL_DepthMask(writedepth);
10145         }
10146
10147         if (r_showsurfaces.integer == 3)
10148         {
10149                 rsurface.passcolor4f = NULL;
10150
10151                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10152                 {
10153                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10154
10155                         rsurface.passcolor4f = NULL;
10156                         rsurface.passcolor4f_vertexbuffer = 0;
10157                         rsurface.passcolor4f_bufferoffset = 0;
10158                 }
10159                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10160                 {
10161                         qboolean applycolor = true;
10162                         float one = 1.0;
10163
10164                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10165
10166                         r_refdef.lightmapintensity = 1;
10167                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10168                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10169                 }
10170                 else if (FAKELIGHT_ENABLED)
10171                 {
10172                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10173
10174                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10175                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10176                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10177                 }
10178                 else
10179                 {
10180                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10181
10182                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10183                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10184                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10185                 }
10186
10187                 if(!rsurface.passcolor4f)
10188                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10189
10190                 RSurf_DrawBatch_GL11_ApplyAmbient();
10191                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10192                 if(r_refdef.fogenabled)
10193                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10194                 RSurf_DrawBatch_GL11_ClampColor();
10195
10196                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10197                 R_SetupShader_Generic_NoTexture(false, false);
10198                 RSurf_DrawBatch();
10199         }
10200         else if (!r_refdef.view.showdebug)
10201         {
10202                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10203                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10204                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10205                 {
10206                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10207                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10208                 }
10209                 R_Mesh_PrepareVertices_Generic_Unlock();
10210                 RSurf_DrawBatch();
10211         }
10212         else if (r_showsurfaces.integer == 4)
10213         {
10214                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10215                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10216                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10217                 {
10218                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10219                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10220                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10221                 }
10222                 R_Mesh_PrepareVertices_Generic_Unlock();
10223                 RSurf_DrawBatch();
10224         }
10225         else if (r_showsurfaces.integer == 2)
10226         {
10227                 const int *e;
10228                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10229                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10230                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10231                 {
10232                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10233                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10234                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10235                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10236                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10237                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10238                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10239                 }
10240                 R_Mesh_PrepareVertices_Generic_Unlock();
10241                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10242         }
10243         else
10244         {
10245                 int texturesurfaceindex;
10246                 int k;
10247                 const msurface_t *surface;
10248                 float surfacecolor4f[4];
10249                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10250                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10251                 vi = 0;
10252                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10253                 {
10254                         surface = texturesurfacelist[texturesurfaceindex];
10255                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10256                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10257                         for (j = 0;j < surface->num_vertices;j++)
10258                         {
10259                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10260                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10261                                 vi++;
10262                         }
10263                 }
10264                 R_Mesh_PrepareVertices_Generic_Unlock();
10265                 RSurf_DrawBatch();
10266         }
10267 }
10268
10269 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10270 {
10271         CHECKGLERROR
10272         RSurf_SetupDepthAndCulling();
10273         if (r_showsurfaces.integer)
10274         {
10275                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10276                 return;
10277         }
10278         switch (vid.renderpath)
10279         {
10280         case RENDERPATH_GL20:
10281         case RENDERPATH_D3D9:
10282         case RENDERPATH_D3D10:
10283         case RENDERPATH_D3D11:
10284         case RENDERPATH_SOFT:
10285         case RENDERPATH_GLES2:
10286                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10287                 break;
10288         case RENDERPATH_GL13:
10289         case RENDERPATH_GLES1:
10290                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10291                 break;
10292         case RENDERPATH_GL11:
10293                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10294                 break;
10295         }
10296         CHECKGLERROR
10297 }
10298
10299 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10300 {
10301         CHECKGLERROR
10302         RSurf_SetupDepthAndCulling();
10303         if (r_showsurfaces.integer)
10304         {
10305                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10306                 return;
10307         }
10308         switch (vid.renderpath)
10309         {
10310         case RENDERPATH_GL20:
10311         case RENDERPATH_D3D9:
10312         case RENDERPATH_D3D10:
10313         case RENDERPATH_D3D11:
10314         case RENDERPATH_SOFT:
10315         case RENDERPATH_GLES2:
10316                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10317                 break;
10318         case RENDERPATH_GL13:
10319         case RENDERPATH_GLES1:
10320                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10321                 break;
10322         case RENDERPATH_GL11:
10323                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10324                 break;
10325         }
10326         CHECKGLERROR
10327 }
10328
10329 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10330 {
10331         int i, j;
10332         int texturenumsurfaces, endsurface;
10333         texture_t *texture;
10334         const msurface_t *surface;
10335         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10336
10337         // if the model is static it doesn't matter what value we give for
10338         // wantnormals and wanttangents, so this logic uses only rules applicable
10339         // to a model, knowing that they are meaningless otherwise
10340         if (ent == r_refdef.scene.worldentity)
10341                 RSurf_ActiveWorldEntity();
10342         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10343                 RSurf_ActiveModelEntity(ent, false, false, false);
10344         else
10345         {
10346                 switch (vid.renderpath)
10347                 {
10348                 case RENDERPATH_GL20:
10349                 case RENDERPATH_D3D9:
10350                 case RENDERPATH_D3D10:
10351                 case RENDERPATH_D3D11:
10352                 case RENDERPATH_SOFT:
10353                 case RENDERPATH_GLES2:
10354                         RSurf_ActiveModelEntity(ent, true, true, false);
10355                         break;
10356                 case RENDERPATH_GL11:
10357                 case RENDERPATH_GL13:
10358                 case RENDERPATH_GLES1:
10359                         RSurf_ActiveModelEntity(ent, true, false, false);
10360                         break;
10361                 }
10362         }
10363
10364         if (r_transparentdepthmasking.integer)
10365         {
10366                 qboolean setup = false;
10367                 for (i = 0;i < numsurfaces;i = j)
10368                 {
10369                         j = i + 1;
10370                         surface = rsurface.modelsurfaces + surfacelist[i];
10371                         texture = surface->texture;
10372                         rsurface.texture = R_GetCurrentTexture(texture);
10373                         rsurface.lightmaptexture = NULL;
10374                         rsurface.deluxemaptexture = NULL;
10375                         rsurface.uselightmaptexture = false;
10376                         // scan ahead until we find a different texture
10377                         endsurface = min(i + 1024, numsurfaces);
10378                         texturenumsurfaces = 0;
10379                         texturesurfacelist[texturenumsurfaces++] = surface;
10380                         for (;j < endsurface;j++)
10381                         {
10382                                 surface = rsurface.modelsurfaces + surfacelist[j];
10383                                 if (texture != surface->texture)
10384                                         break;
10385                                 texturesurfacelist[texturenumsurfaces++] = surface;
10386                         }
10387                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10388                                 continue;
10389                         // render the range of surfaces as depth
10390                         if (!setup)
10391                         {
10392                                 setup = true;
10393                                 GL_ColorMask(0,0,0,0);
10394                                 GL_Color(1,1,1,1);
10395                                 GL_DepthTest(true);
10396                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10397                                 GL_DepthMask(true);
10398 //                              R_Mesh_ResetTextureState();
10399                                 R_SetupShader_DepthOrShadow(false);
10400                         }
10401                         RSurf_SetupDepthAndCulling();
10402                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10403                         if (rsurface.batchvertex3fbuffer)
10404                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10405                         else
10406                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10407                         RSurf_DrawBatch();
10408                 }
10409                 if (setup)
10410                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10411         }
10412
10413         for (i = 0;i < numsurfaces;i = j)
10414         {
10415                 j = i + 1;
10416                 surface = rsurface.modelsurfaces + surfacelist[i];
10417                 texture = surface->texture;
10418                 rsurface.texture = R_GetCurrentTexture(texture);
10419                 // scan ahead until we find a different texture
10420                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10421                 texturenumsurfaces = 0;
10422                 texturesurfacelist[texturenumsurfaces++] = surface;
10423                 if(FAKELIGHT_ENABLED)
10424                 {
10425                         rsurface.lightmaptexture = NULL;
10426                         rsurface.deluxemaptexture = NULL;
10427                         rsurface.uselightmaptexture = false;
10428                         for (;j < endsurface;j++)
10429                         {
10430                                 surface = rsurface.modelsurfaces + surfacelist[j];
10431                                 if (texture != surface->texture)
10432                                         break;
10433                                 texturesurfacelist[texturenumsurfaces++] = surface;
10434                         }
10435                 }
10436                 else
10437                 {
10438                         rsurface.lightmaptexture = surface->lightmaptexture;
10439                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10440                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10441                         for (;j < endsurface;j++)
10442                         {
10443                                 surface = rsurface.modelsurfaces + surfacelist[j];
10444                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10445                                         break;
10446                                 texturesurfacelist[texturenumsurfaces++] = surface;
10447                         }
10448                 }
10449                 // render the range of surfaces
10450                 if (ent == r_refdef.scene.worldentity)
10451                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10452                 else
10453                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10454         }
10455         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10456 }
10457
10458 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10459 {
10460         // transparent surfaces get pushed off into the transparent queue
10461         int surfacelistindex;
10462         const msurface_t *surface;
10463         vec3_t tempcenter, center;
10464         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10465         {
10466                 surface = texturesurfacelist[surfacelistindex];
10467                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10468                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10469                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10470                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10471                 if (queueentity->transparent_offset) // transparent offset
10472                 {
10473                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10474                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10475                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10476                 }
10477                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10478         }
10479 }
10480
10481 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10482 {
10483         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10484                 return;
10485         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10486                 return;
10487         RSurf_SetupDepthAndCulling();
10488         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10489         if (rsurface.batchvertex3fbuffer)
10490                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10491         else
10492                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10493         RSurf_DrawBatch();
10494 }
10495
10496 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10497 {
10498         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10499         CHECKGLERROR
10500         if (depthonly)
10501                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10502         else if (prepass)
10503         {
10504                 if (!rsurface.texture->currentnumlayers)
10505                         return;
10506                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10507                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10508                 else
10509                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10510         }
10511         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10512                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10513         else if (!rsurface.texture->currentnumlayers)
10514                 return;
10515         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10516         {
10517                 // in the deferred case, transparent surfaces were queued during prepass
10518                 if (!r_shadow_usingdeferredprepass)
10519                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10520         }
10521         else
10522         {
10523                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10524                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10525         }
10526         CHECKGLERROR
10527 }
10528
10529 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10530 {
10531         int i, j;
10532         texture_t *texture;
10533         R_FrameData_SetMark();
10534         // break the surface list down into batches by texture and use of lightmapping
10535         for (i = 0;i < numsurfaces;i = j)
10536         {
10537                 j = i + 1;
10538                 // texture is the base texture pointer, rsurface.texture is the
10539                 // current frame/skin the texture is directing us to use (for example
10540                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10541                 // use skin 1 instead)
10542                 texture = surfacelist[i]->texture;
10543                 rsurface.texture = R_GetCurrentTexture(texture);
10544                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10545                 {
10546                         // if this texture is not the kind we want, skip ahead to the next one
10547                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10548                                 ;
10549                         continue;
10550                 }
10551                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10552                 {
10553                         rsurface.lightmaptexture = NULL;
10554                         rsurface.deluxemaptexture = NULL;
10555                         rsurface.uselightmaptexture = false;
10556                         // simply scan ahead until we find a different texture or lightmap state
10557                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10558                                 ;
10559                 }
10560                 else
10561                 {
10562                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10563                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10564                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10565                         // simply scan ahead until we find a different texture or lightmap state
10566                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10567                                 ;
10568                 }
10569                 // render the range of surfaces
10570                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10571         }
10572         R_FrameData_ReturnToMark();
10573 }
10574
10575 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10576 {
10577         CHECKGLERROR
10578         if (depthonly)
10579                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10580         else if (prepass)
10581         {
10582                 if (!rsurface.texture->currentnumlayers)
10583                         return;
10584                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10585                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10586                 else
10587                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10588         }
10589         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10590                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10591         else if (!rsurface.texture->currentnumlayers)
10592                 return;
10593         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10594         {
10595                 // in the deferred case, transparent surfaces were queued during prepass
10596                 if (!r_shadow_usingdeferredprepass)
10597                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10598         }
10599         else
10600         {
10601                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10602                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10603         }
10604         CHECKGLERROR
10605 }
10606
10607 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10608 {
10609         int i, j;
10610         texture_t *texture;
10611         R_FrameData_SetMark();
10612         // break the surface list down into batches by texture and use of lightmapping
10613         for (i = 0;i < numsurfaces;i = j)
10614         {
10615                 j = i + 1;
10616                 // texture is the base texture pointer, rsurface.texture is the
10617                 // current frame/skin the texture is directing us to use (for example
10618                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10619                 // use skin 1 instead)
10620                 texture = surfacelist[i]->texture;
10621                 rsurface.texture = R_GetCurrentTexture(texture);
10622                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10623                 {
10624                         // if this texture is not the kind we want, skip ahead to the next one
10625                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10626                                 ;
10627                         continue;
10628                 }
10629                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10630                 {
10631                         rsurface.lightmaptexture = NULL;
10632                         rsurface.deluxemaptexture = NULL;
10633                         rsurface.uselightmaptexture = false;
10634                         // simply scan ahead until we find a different texture or lightmap state
10635                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10636                                 ;
10637                 }
10638                 else
10639                 {
10640                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10641                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10642                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10643                         // simply scan ahead until we find a different texture or lightmap state
10644                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10645                                 ;
10646                 }
10647                 // render the range of surfaces
10648                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10649         }
10650         R_FrameData_ReturnToMark();
10651 }
10652
10653 float locboxvertex3f[6*4*3] =
10654 {
10655         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10656         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10657         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10658         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10659         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10660         1,0,0, 0,0,0, 0,1,0, 1,1,0
10661 };
10662
10663 unsigned short locboxelements[6*2*3] =
10664 {
10665          0, 1, 2, 0, 2, 3,
10666          4, 5, 6, 4, 6, 7,
10667          8, 9,10, 8,10,11,
10668         12,13,14, 12,14,15,
10669         16,17,18, 16,18,19,
10670         20,21,22, 20,22,23
10671 };
10672
10673 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10674 {
10675         int i, j;
10676         cl_locnode_t *loc = (cl_locnode_t *)ent;
10677         vec3_t mins, size;
10678         float vertex3f[6*4*3];
10679         CHECKGLERROR
10680         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10681         GL_DepthMask(false);
10682         GL_DepthRange(0, 1);
10683         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10684         GL_DepthTest(true);
10685         GL_CullFace(GL_NONE);
10686         R_EntityMatrix(&identitymatrix);
10687
10688 //      R_Mesh_ResetTextureState();
10689
10690         i = surfacelist[0];
10691         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10692                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10693                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10694                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10695
10696         if (VectorCompare(loc->mins, loc->maxs))
10697         {
10698                 VectorSet(size, 2, 2, 2);
10699                 VectorMA(loc->mins, -0.5f, size, mins);
10700         }
10701         else
10702         {
10703                 VectorCopy(loc->mins, mins);
10704                 VectorSubtract(loc->maxs, loc->mins, size);
10705         }
10706
10707         for (i = 0;i < 6*4*3;)
10708                 for (j = 0;j < 3;j++, i++)
10709                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10710
10711         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10712         R_SetupShader_Generic_NoTexture(false, false);
10713         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10714 }
10715
10716 void R_DrawLocs(void)
10717 {
10718         int index;
10719         cl_locnode_t *loc, *nearestloc;
10720         vec3_t center;
10721         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10722         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10723         {
10724                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10725                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10726         }
10727 }
10728
10729 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10730 {
10731         if (decalsystem->decals)
10732                 Mem_Free(decalsystem->decals);
10733         memset(decalsystem, 0, sizeof(*decalsystem));
10734 }
10735
10736 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)
10737 {
10738         tridecal_t *decal;
10739         tridecal_t *decals;
10740         int i;
10741
10742         // expand or initialize the system
10743         if (decalsystem->maxdecals <= decalsystem->numdecals)
10744         {
10745                 decalsystem_t old = *decalsystem;
10746                 qboolean useshortelements;
10747                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10748                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10749                 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)));
10750                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10751                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10752                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10753                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10754                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10755                 if (decalsystem->numdecals)
10756                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10757                 if (old.decals)
10758                         Mem_Free(old.decals);
10759                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10760                         decalsystem->element3i[i] = i;
10761                 if (useshortelements)
10762                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10763                                 decalsystem->element3s[i] = i;
10764         }
10765
10766         // grab a decal and search for another free slot for the next one
10767         decals = decalsystem->decals;
10768         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10769         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10770                 ;
10771         decalsystem->freedecal = i;
10772         if (decalsystem->numdecals <= i)
10773                 decalsystem->numdecals = i + 1;
10774
10775         // initialize the decal
10776         decal->lived = 0;
10777         decal->triangleindex = triangleindex;
10778         decal->surfaceindex = surfaceindex;
10779         decal->decalsequence = decalsequence;
10780         decal->color4f[0][0] = c0[0];
10781         decal->color4f[0][1] = c0[1];
10782         decal->color4f[0][2] = c0[2];
10783         decal->color4f[0][3] = 1;
10784         decal->color4f[1][0] = c1[0];
10785         decal->color4f[1][1] = c1[1];
10786         decal->color4f[1][2] = c1[2];
10787         decal->color4f[1][3] = 1;
10788         decal->color4f[2][0] = c2[0];
10789         decal->color4f[2][1] = c2[1];
10790         decal->color4f[2][2] = c2[2];
10791         decal->color4f[2][3] = 1;
10792         decal->vertex3f[0][0] = v0[0];
10793         decal->vertex3f[0][1] = v0[1];
10794         decal->vertex3f[0][2] = v0[2];
10795         decal->vertex3f[1][0] = v1[0];
10796         decal->vertex3f[1][1] = v1[1];
10797         decal->vertex3f[1][2] = v1[2];
10798         decal->vertex3f[2][0] = v2[0];
10799         decal->vertex3f[2][1] = v2[1];
10800         decal->vertex3f[2][2] = v2[2];
10801         decal->texcoord2f[0][0] = t0[0];
10802         decal->texcoord2f[0][1] = t0[1];
10803         decal->texcoord2f[1][0] = t1[0];
10804         decal->texcoord2f[1][1] = t1[1];
10805         decal->texcoord2f[2][0] = t2[0];
10806         decal->texcoord2f[2][1] = t2[1];
10807         TriangleNormal(v0, v1, v2, decal->plane);
10808         VectorNormalize(decal->plane);
10809         decal->plane[3] = DotProduct(v0, decal->plane);
10810 }
10811
10812 extern cvar_t cl_decals_bias;
10813 extern cvar_t cl_decals_models;
10814 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10815 // baseparms, parms, temps
10816 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)
10817 {
10818         int cornerindex;
10819         int index;
10820         float v[9][3];
10821         const float *vertex3f;
10822         const float *normal3f;
10823         int numpoints;
10824         float points[2][9][3];
10825         float temp[3];
10826         float tc[9][2];
10827         float f;
10828         float c[9][4];
10829         const int *e;
10830
10831         e = rsurface.modelelement3i + 3*triangleindex;
10832
10833         vertex3f = rsurface.modelvertex3f;
10834         normal3f = rsurface.modelnormal3f;
10835
10836         if (normal3f)
10837         {
10838                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10839                 {
10840                         index = 3*e[cornerindex];
10841                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10842                 }
10843         }
10844         else
10845         {
10846                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10847                 {
10848                         index = 3*e[cornerindex];
10849                         VectorCopy(vertex3f + index, v[cornerindex]);
10850                 }
10851         }
10852
10853         // cull backfaces
10854         //TriangleNormal(v[0], v[1], v[2], normal);
10855         //if (DotProduct(normal, localnormal) < 0.0f)
10856         //      continue;
10857         // clip by each of the box planes formed from the projection matrix
10858         // if anything survives, we emit the decal
10859         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]);
10860         if (numpoints < 3)
10861                 return;
10862         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]);
10863         if (numpoints < 3)
10864                 return;
10865         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]);
10866         if (numpoints < 3)
10867                 return;
10868         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]);
10869         if (numpoints < 3)
10870                 return;
10871         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]);
10872         if (numpoints < 3)
10873                 return;
10874         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]);
10875         if (numpoints < 3)
10876                 return;
10877         // some part of the triangle survived, so we have to accept it...
10878         if (dynamic)
10879         {
10880                 // dynamic always uses the original triangle
10881                 numpoints = 3;
10882                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10883                 {
10884                         index = 3*e[cornerindex];
10885                         VectorCopy(vertex3f + index, v[cornerindex]);
10886                 }
10887         }
10888         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10889         {
10890                 // convert vertex positions to texcoords
10891                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10892                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10893                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10894                 // calculate distance fade from the projection origin
10895                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10896                 f = bound(0.0f, f, 1.0f);
10897                 c[cornerindex][0] = r * f;
10898                 c[cornerindex][1] = g * f;
10899                 c[cornerindex][2] = b * f;
10900                 c[cornerindex][3] = 1.0f;
10901                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10902         }
10903         if (dynamic)
10904                 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);
10905         else
10906                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10907                         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);
10908 }
10909 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)
10910 {
10911         matrix4x4_t projection;
10912         decalsystem_t *decalsystem;
10913         qboolean dynamic;
10914         dp_model_t *model;
10915         const msurface_t *surface;
10916         const msurface_t *surfaces;
10917         const int *surfacelist;
10918         const texture_t *texture;
10919         int numtriangles;
10920         int numsurfacelist;
10921         int surfacelistindex;
10922         int surfaceindex;
10923         int triangleindex;
10924         float localorigin[3];
10925         float localnormal[3];
10926         float localmins[3];
10927         float localmaxs[3];
10928         float localsize;
10929         //float normal[3];
10930         float planes[6][4];
10931         float angles[3];
10932         bih_t *bih;
10933         int bih_triangles_count;
10934         int bih_triangles[256];
10935         int bih_surfaces[256];
10936
10937         decalsystem = &ent->decalsystem;
10938         model = ent->model;
10939         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10940         {
10941                 R_DecalSystem_Reset(&ent->decalsystem);
10942                 return;
10943         }
10944
10945         if (!model->brush.data_leafs && !cl_decals_models.integer)
10946         {
10947                 if (decalsystem->model)
10948                         R_DecalSystem_Reset(decalsystem);
10949                 return;
10950         }
10951
10952         if (decalsystem->model != model)
10953                 R_DecalSystem_Reset(decalsystem);
10954         decalsystem->model = model;
10955
10956         RSurf_ActiveModelEntity(ent, true, false, false);
10957
10958         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10959         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10960         VectorNormalize(localnormal);
10961         localsize = worldsize*rsurface.inversematrixscale;
10962         localmins[0] = localorigin[0] - localsize;
10963         localmins[1] = localorigin[1] - localsize;
10964         localmins[2] = localorigin[2] - localsize;
10965         localmaxs[0] = localorigin[0] + localsize;
10966         localmaxs[1] = localorigin[1] + localsize;
10967         localmaxs[2] = localorigin[2] + localsize;
10968
10969         //VectorCopy(localnormal, planes[4]);
10970         //VectorVectors(planes[4], planes[2], planes[0]);
10971         AnglesFromVectors(angles, localnormal, NULL, false);
10972         AngleVectors(angles, planes[0], planes[2], planes[4]);
10973         VectorNegate(planes[0], planes[1]);
10974         VectorNegate(planes[2], planes[3]);
10975         VectorNegate(planes[4], planes[5]);
10976         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10977         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10978         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10979         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10980         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10981         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10982
10983 #if 1
10984 // works
10985 {
10986         matrix4x4_t forwardprojection;
10987         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10988         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10989 }
10990 #else
10991 // broken
10992 {
10993         float projectionvector[4][3];
10994         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10995         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10996         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10997         projectionvector[0][0] = planes[0][0] * ilocalsize;
10998         projectionvector[0][1] = planes[1][0] * ilocalsize;
10999         projectionvector[0][2] = planes[2][0] * ilocalsize;
11000         projectionvector[1][0] = planes[0][1] * ilocalsize;
11001         projectionvector[1][1] = planes[1][1] * ilocalsize;
11002         projectionvector[1][2] = planes[2][1] * ilocalsize;
11003         projectionvector[2][0] = planes[0][2] * ilocalsize;
11004         projectionvector[2][1] = planes[1][2] * ilocalsize;
11005         projectionvector[2][2] = planes[2][2] * ilocalsize;
11006         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11007         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11008         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11009         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11010 }
11011 #endif
11012
11013         dynamic = model->surfmesh.isanimated;
11014         numsurfacelist = model->nummodelsurfaces;
11015         surfacelist = model->sortedmodelsurfaces;
11016         surfaces = model->data_surfaces;
11017
11018         bih = NULL;
11019         bih_triangles_count = -1;
11020         if(!dynamic)
11021         {
11022                 if(model->render_bih.numleafs)
11023                         bih = &model->render_bih;
11024                 else if(model->collision_bih.numleafs)
11025                         bih = &model->collision_bih;
11026         }
11027         if(bih)
11028                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11029         if(bih_triangles_count == 0)
11030                 return;
11031         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11032                 return;
11033         if(bih_triangles_count > 0)
11034         {
11035                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11036                 {
11037                         surfaceindex = bih_surfaces[triangleindex];
11038                         surface = surfaces + surfaceindex;
11039                         texture = surface->texture;
11040                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11041                                 continue;
11042                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11043                                 continue;
11044                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11045                 }
11046         }
11047         else
11048         {
11049                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11050                 {
11051                         surfaceindex = surfacelist[surfacelistindex];
11052                         surface = surfaces + surfaceindex;
11053                         // check cull box first because it rejects more than any other check
11054                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11055                                 continue;
11056                         // skip transparent surfaces
11057                         texture = surface->texture;
11058                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11059                                 continue;
11060                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11061                                 continue;
11062                         numtriangles = surface->num_triangles;
11063                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11064                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11065                 }
11066         }
11067 }
11068
11069 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11070 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)
11071 {
11072         int renderentityindex;
11073         float worldmins[3];
11074         float worldmaxs[3];
11075         entity_render_t *ent;
11076
11077         if (!cl_decals_newsystem.integer)
11078                 return;
11079
11080         worldmins[0] = worldorigin[0] - worldsize;
11081         worldmins[1] = worldorigin[1] - worldsize;
11082         worldmins[2] = worldorigin[2] - worldsize;
11083         worldmaxs[0] = worldorigin[0] + worldsize;
11084         worldmaxs[1] = worldorigin[1] + worldsize;
11085         worldmaxs[2] = worldorigin[2] + worldsize;
11086
11087         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11088
11089         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11090         {
11091                 ent = r_refdef.scene.entities[renderentityindex];
11092                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11093                         continue;
11094
11095                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11096         }
11097 }
11098
11099 typedef struct r_decalsystem_splatqueue_s
11100 {
11101         vec3_t worldorigin;
11102         vec3_t worldnormal;
11103         float color[4];
11104         float tcrange[4];
11105         float worldsize;
11106         int decalsequence;
11107 }
11108 r_decalsystem_splatqueue_t;
11109
11110 int r_decalsystem_numqueued = 0;
11111 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11112
11113 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)
11114 {
11115         r_decalsystem_splatqueue_t *queue;
11116
11117         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11118                 return;
11119
11120         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11121         VectorCopy(worldorigin, queue->worldorigin);
11122         VectorCopy(worldnormal, queue->worldnormal);
11123         Vector4Set(queue->color, r, g, b, a);
11124         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11125         queue->worldsize = worldsize;
11126         queue->decalsequence = cl.decalsequence++;
11127 }
11128
11129 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11130 {
11131         int i;
11132         r_decalsystem_splatqueue_t *queue;
11133
11134         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11135                 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);
11136         r_decalsystem_numqueued = 0;
11137 }
11138
11139 extern cvar_t cl_decals_max;
11140 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11141 {
11142         int i;
11143         decalsystem_t *decalsystem = &ent->decalsystem;
11144         int numdecals;
11145         int killsequence;
11146         tridecal_t *decal;
11147         float frametime;
11148         float lifetime;
11149
11150         if (!decalsystem->numdecals)
11151                 return;
11152
11153         if (r_showsurfaces.integer)
11154                 return;
11155
11156         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11157         {
11158                 R_DecalSystem_Reset(decalsystem);
11159                 return;
11160         }
11161
11162         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11163         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11164
11165         if (decalsystem->lastupdatetime)
11166                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11167         else
11168                 frametime = 0;
11169         decalsystem->lastupdatetime = r_refdef.scene.time;
11170         decal = decalsystem->decals;
11171         numdecals = decalsystem->numdecals;
11172
11173         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11174         {
11175                 if (decal->color4f[0][3])
11176                 {
11177                         decal->lived += frametime;
11178                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11179                         {
11180                                 memset(decal, 0, sizeof(*decal));
11181                                 if (decalsystem->freedecal > i)
11182                                         decalsystem->freedecal = i;
11183                         }
11184                 }
11185         }
11186         decal = decalsystem->decals;
11187         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11188                 numdecals--;
11189
11190         // collapse the array by shuffling the tail decals into the gaps
11191         for (;;)
11192         {
11193                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11194                         decalsystem->freedecal++;
11195                 if (decalsystem->freedecal == numdecals)
11196                         break;
11197                 decal[decalsystem->freedecal] = decal[--numdecals];
11198         }
11199
11200         decalsystem->numdecals = numdecals;
11201
11202         if (numdecals <= 0)
11203         {
11204                 // if there are no decals left, reset decalsystem
11205                 R_DecalSystem_Reset(decalsystem);
11206         }
11207 }
11208
11209 extern skinframe_t *decalskinframe;
11210 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11211 {
11212         int i;
11213         decalsystem_t *decalsystem = &ent->decalsystem;
11214         int numdecals;
11215         tridecal_t *decal;
11216         float faderate;
11217         float alpha;
11218         float *v3f;
11219         float *c4f;
11220         float *t2f;
11221         const int *e;
11222         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11223         int numtris = 0;
11224
11225         numdecals = decalsystem->numdecals;
11226         if (!numdecals)
11227                 return;
11228
11229         if (r_showsurfaces.integer)
11230                 return;
11231
11232         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11233         {
11234                 R_DecalSystem_Reset(decalsystem);
11235                 return;
11236         }
11237
11238         // if the model is static it doesn't matter what value we give for
11239         // wantnormals and wanttangents, so this logic uses only rules applicable
11240         // to a model, knowing that they are meaningless otherwise
11241         if (ent == r_refdef.scene.worldentity)
11242                 RSurf_ActiveWorldEntity();
11243         else
11244                 RSurf_ActiveModelEntity(ent, false, false, false);
11245
11246         decalsystem->lastupdatetime = r_refdef.scene.time;
11247         decal = decalsystem->decals;
11248
11249         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11250
11251         // update vertex positions for animated models
11252         v3f = decalsystem->vertex3f;
11253         c4f = decalsystem->color4f;
11254         t2f = decalsystem->texcoord2f;
11255         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11256         {
11257                 if (!decal->color4f[0][3])
11258                         continue;
11259
11260                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11261                         continue;
11262
11263                 // skip backfaces
11264                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11265                         continue;
11266
11267                 // update color values for fading decals
11268                 if (decal->lived >= cl_decals_time.value)
11269                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11270                 else
11271                         alpha = 1.0f;
11272
11273                 c4f[ 0] = decal->color4f[0][0] * alpha;
11274                 c4f[ 1] = decal->color4f[0][1] * alpha;
11275                 c4f[ 2] = decal->color4f[0][2] * alpha;
11276                 c4f[ 3] = 1;
11277                 c4f[ 4] = decal->color4f[1][0] * alpha;
11278                 c4f[ 5] = decal->color4f[1][1] * alpha;
11279                 c4f[ 6] = decal->color4f[1][2] * alpha;
11280                 c4f[ 7] = 1;
11281                 c4f[ 8] = decal->color4f[2][0] * alpha;
11282                 c4f[ 9] = decal->color4f[2][1] * alpha;
11283                 c4f[10] = decal->color4f[2][2] * alpha;
11284                 c4f[11] = 1;
11285
11286                 t2f[0] = decal->texcoord2f[0][0];
11287                 t2f[1] = decal->texcoord2f[0][1];
11288                 t2f[2] = decal->texcoord2f[1][0];
11289                 t2f[3] = decal->texcoord2f[1][1];
11290                 t2f[4] = decal->texcoord2f[2][0];
11291                 t2f[5] = decal->texcoord2f[2][1];
11292
11293                 // update vertex positions for animated models
11294                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11295                 {
11296                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11297                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11298                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11299                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11300                 }
11301                 else
11302                 {
11303                         VectorCopy(decal->vertex3f[0], v3f);
11304                         VectorCopy(decal->vertex3f[1], v3f + 3);
11305                         VectorCopy(decal->vertex3f[2], v3f + 6);
11306                 }
11307
11308                 if (r_refdef.fogenabled)
11309                 {
11310                         alpha = RSurf_FogVertex(v3f);
11311                         VectorScale(c4f, alpha, c4f);
11312                         alpha = RSurf_FogVertex(v3f + 3);
11313                         VectorScale(c4f + 4, alpha, c4f + 4);
11314                         alpha = RSurf_FogVertex(v3f + 6);
11315                         VectorScale(c4f + 8, alpha, c4f + 8);
11316                 }
11317
11318                 v3f += 9;
11319                 c4f += 12;
11320                 t2f += 6;
11321                 numtris++;
11322         }
11323
11324         if (numtris > 0)
11325         {
11326                 r_refdef.stats.drawndecals += numtris;
11327
11328                 // now render the decals all at once
11329                 // (this assumes they all use one particle font texture!)
11330                 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);
11331 //              R_Mesh_ResetTextureState();
11332                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11333                 GL_DepthMask(false);
11334                 GL_DepthRange(0, 1);
11335                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11336                 GL_DepthTest(true);
11337                 GL_CullFace(GL_NONE);
11338                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11339                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11340                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11341         }
11342 }
11343
11344 static void R_DrawModelDecals(void)
11345 {
11346         int i, numdecals;
11347
11348         // fade faster when there are too many decals
11349         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11350         for (i = 0;i < r_refdef.scene.numentities;i++)
11351                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11352
11353         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11354         for (i = 0;i < r_refdef.scene.numentities;i++)
11355                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11356                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11357
11358         R_DecalSystem_ApplySplatEntitiesQueue();
11359
11360         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11361         for (i = 0;i < r_refdef.scene.numentities;i++)
11362                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11363
11364         r_refdef.stats.totaldecals += numdecals;
11365
11366         if (r_showsurfaces.integer)
11367                 return;
11368
11369         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11370
11371         for (i = 0;i < r_refdef.scene.numentities;i++)
11372         {
11373                 if (!r_refdef.viewcache.entityvisible[i])
11374                         continue;
11375                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11376                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11377         }
11378 }
11379
11380 extern cvar_t mod_collision_bih;
11381 void R_DrawDebugModel(void)
11382 {
11383         entity_render_t *ent = rsurface.entity;
11384         int i, j, k, l, flagsmask;
11385         const msurface_t *surface;
11386         dp_model_t *model = ent->model;
11387         vec3_t v;
11388
11389         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11390                 return;
11391
11392         if (r_showoverdraw.value > 0)
11393         {
11394                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11395                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11396                 R_SetupShader_Generic_NoTexture(false, false);
11397                 GL_DepthTest(false);
11398                 GL_DepthMask(false);
11399                 GL_DepthRange(0, 1);
11400                 GL_BlendFunc(GL_ONE, GL_ONE);
11401                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11402                 {
11403                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11404                                 continue;
11405                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11406                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11407                         {
11408                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11409                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11410                                 if (!rsurface.texture->currentlayers->depthmask)
11411                                         GL_Color(c, 0, 0, 1.0f);
11412                                 else if (ent == r_refdef.scene.worldentity)
11413                                         GL_Color(c, c, c, 1.0f);
11414                                 else
11415                                         GL_Color(0, c, 0, 1.0f);
11416                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11417                                 RSurf_DrawBatch();
11418                         }
11419                 }
11420                 rsurface.texture = NULL;
11421         }
11422
11423         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11424
11425 //      R_Mesh_ResetTextureState();
11426         R_SetupShader_Generic_NoTexture(false, false);
11427         GL_DepthRange(0, 1);
11428         GL_DepthTest(!r_showdisabledepthtest.integer);
11429         GL_DepthMask(false);
11430         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11431
11432         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11433         {
11434                 int triangleindex;
11435                 int bihleafindex;
11436                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11437                 const q3mbrush_t *brush;
11438                 const bih_t *bih = &model->collision_bih;
11439                 const bih_leaf_t *bihleaf;
11440                 float vertex3f[3][3];
11441                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11442                 cullbox = false;
11443                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11444                 {
11445                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11446                                 continue;
11447                         switch (bihleaf->type)
11448                         {
11449                         case BIH_BRUSH:
11450                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11451                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11452                                 {
11453                                         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);
11454                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11455                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11456                                 }
11457                                 break;
11458                         case BIH_COLLISIONTRIANGLE:
11459                                 triangleindex = bihleaf->itemindex;
11460                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11461                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11462                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11463                                 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);
11464                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11465                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11466                                 break;
11467                         case BIH_RENDERTRIANGLE:
11468                                 triangleindex = bihleaf->itemindex;
11469                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11470                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11471                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11472                                 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);
11473                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11474                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11475                                 break;
11476                         }
11477                 }
11478         }
11479
11480         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11481
11482 #ifndef USE_GLES2
11483         if (r_showtris.integer && qglPolygonMode)
11484         {
11485                 if (r_showdisabledepthtest.integer)
11486                 {
11487                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11488                         GL_DepthMask(false);
11489                 }
11490                 else
11491                 {
11492                         GL_BlendFunc(GL_ONE, GL_ZERO);
11493                         GL_DepthMask(true);
11494                 }
11495                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11496                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11497                 {
11498                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11499                                 continue;
11500                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11501                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11502                         {
11503                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11504                                 if (!rsurface.texture->currentlayers->depthmask)
11505                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11506                                 else if (ent == r_refdef.scene.worldentity)
11507                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11508                                 else
11509                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11510                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11511                                 RSurf_DrawBatch();
11512                         }
11513                 }
11514                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11515                 rsurface.texture = NULL;
11516         }
11517
11518         if (r_shownormals.value != 0 && qglBegin)
11519         {
11520                 if (r_showdisabledepthtest.integer)
11521                 {
11522                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11523                         GL_DepthMask(false);
11524                 }
11525                 else
11526                 {
11527                         GL_BlendFunc(GL_ONE, GL_ZERO);
11528                         GL_DepthMask(true);
11529                 }
11530                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11531                 {
11532                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11533                                 continue;
11534                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11535                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11536                         {
11537                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11538                                 qglBegin(GL_LINES);
11539                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11540                                 {
11541                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11542                                         {
11543                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11544                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11545                                                 qglVertex3f(v[0], v[1], v[2]);
11546                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11547                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11548                                                 qglVertex3f(v[0], v[1], v[2]);
11549                                         }
11550                                 }
11551                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11552                                 {
11553                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11554                                         {
11555                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11556                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11557                                                 qglVertex3f(v[0], v[1], v[2]);
11558                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11559                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11560                                                 qglVertex3f(v[0], v[1], v[2]);
11561                                         }
11562                                 }
11563                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11564                                 {
11565                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11566                                         {
11567                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11568                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11569                                                 qglVertex3f(v[0], v[1], v[2]);
11570                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11571                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11572                                                 qglVertex3f(v[0], v[1], v[2]);
11573                                         }
11574                                 }
11575                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11576                                 {
11577                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11578                                         {
11579                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11580                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11581                                                 qglVertex3f(v[0], v[1], v[2]);
11582                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11583                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11584                                                 qglVertex3f(v[0], v[1], v[2]);
11585                                         }
11586                                 }
11587                                 qglEnd();
11588                                 CHECKGLERROR
11589                         }
11590                 }
11591                 rsurface.texture = NULL;
11592         }
11593 #endif
11594 }
11595
11596 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11597 int r_maxsurfacelist = 0;
11598 const msurface_t **r_surfacelist = NULL;
11599 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11600 {
11601         int i, j, endj, flagsmask;
11602         dp_model_t *model = r_refdef.scene.worldmodel;
11603         msurface_t *surfaces;
11604         unsigned char *update;
11605         int numsurfacelist = 0;
11606         if (model == NULL)
11607                 return;
11608
11609         if (r_maxsurfacelist < model->num_surfaces)
11610         {
11611                 r_maxsurfacelist = model->num_surfaces;
11612                 if (r_surfacelist)
11613                         Mem_Free((msurface_t**)r_surfacelist);
11614                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11615         }
11616
11617         RSurf_ActiveWorldEntity();
11618
11619         surfaces = model->data_surfaces;
11620         update = model->brushq1.lightmapupdateflags;
11621
11622         // update light styles on this submodel
11623         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11624         {
11625                 model_brush_lightstyleinfo_t *style;
11626                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11627                 {
11628                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11629                         {
11630                                 int *list = style->surfacelist;
11631                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11632                                 for (j = 0;j < style->numsurfaces;j++)
11633                                         update[list[j]] = true;
11634                         }
11635                 }
11636         }
11637
11638         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11639
11640         if (debug)
11641         {
11642                 R_DrawDebugModel();
11643                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11644                 return;
11645         }
11646
11647         rsurface.lightmaptexture = NULL;
11648         rsurface.deluxemaptexture = NULL;
11649         rsurface.uselightmaptexture = false;
11650         rsurface.texture = NULL;
11651         rsurface.rtlight = NULL;
11652         numsurfacelist = 0;
11653         // add visible surfaces to draw list
11654         for (i = 0;i < model->nummodelsurfaces;i++)
11655         {
11656                 j = model->sortedmodelsurfaces[i];
11657                 if (r_refdef.viewcache.world_surfacevisible[j])
11658                         r_surfacelist[numsurfacelist++] = surfaces + j;
11659         }
11660         // update lightmaps if needed
11661         if (model->brushq1.firstrender)
11662         {
11663                 model->brushq1.firstrender = false;
11664                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11665                         if (update[j])
11666                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11667         }
11668         else if (update)
11669         {
11670                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11671                         if (r_refdef.viewcache.world_surfacevisible[j])
11672                                 if (update[j])
11673                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11674         }
11675         // don't do anything if there were no surfaces
11676         if (!numsurfacelist)
11677         {
11678                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11679                 return;
11680         }
11681         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11682
11683         // add to stats if desired
11684         if (r_speeds.integer && !skysurfaces && !depthonly)
11685         {
11686                 r_refdef.stats.world_surfaces += numsurfacelist;
11687                 for (j = 0;j < numsurfacelist;j++)
11688                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11689         }
11690
11691         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11692 }
11693
11694 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11695 {
11696         int i, j, endj, flagsmask;
11697         dp_model_t *model = ent->model;
11698         msurface_t *surfaces;
11699         unsigned char *update;
11700         int numsurfacelist = 0;
11701         if (model == NULL)
11702                 return;
11703
11704         if (r_maxsurfacelist < model->num_surfaces)
11705         {
11706                 r_maxsurfacelist = model->num_surfaces;
11707                 if (r_surfacelist)
11708                         Mem_Free((msurface_t **)r_surfacelist);
11709                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11710         }
11711
11712         // if the model is static it doesn't matter what value we give for
11713         // wantnormals and wanttangents, so this logic uses only rules applicable
11714         // to a model, knowing that they are meaningless otherwise
11715         if (ent == r_refdef.scene.worldentity)
11716                 RSurf_ActiveWorldEntity();
11717         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11718                 RSurf_ActiveModelEntity(ent, false, false, false);
11719         else if (prepass)
11720                 RSurf_ActiveModelEntity(ent, true, true, true);
11721         else if (depthonly)
11722         {
11723                 switch (vid.renderpath)
11724                 {
11725                 case RENDERPATH_GL20:
11726                 case RENDERPATH_D3D9:
11727                 case RENDERPATH_D3D10:
11728                 case RENDERPATH_D3D11:
11729                 case RENDERPATH_SOFT:
11730                 case RENDERPATH_GLES2:
11731                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11732                         break;
11733                 case RENDERPATH_GL11:
11734                 case RENDERPATH_GL13:
11735                 case RENDERPATH_GLES1:
11736                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11737                         break;
11738                 }
11739         }
11740         else
11741         {
11742                 switch (vid.renderpath)
11743                 {
11744                 case RENDERPATH_GL20:
11745                 case RENDERPATH_D3D9:
11746                 case RENDERPATH_D3D10:
11747                 case RENDERPATH_D3D11:
11748                 case RENDERPATH_SOFT:
11749                 case RENDERPATH_GLES2:
11750                         RSurf_ActiveModelEntity(ent, true, true, false);
11751                         break;
11752                 case RENDERPATH_GL11:
11753                 case RENDERPATH_GL13:
11754                 case RENDERPATH_GLES1:
11755                         RSurf_ActiveModelEntity(ent, true, false, false);
11756                         break;
11757                 }
11758         }
11759
11760         surfaces = model->data_surfaces;
11761         update = model->brushq1.lightmapupdateflags;
11762
11763         // update light styles
11764         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11765         {
11766                 model_brush_lightstyleinfo_t *style;
11767                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11768                 {
11769                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11770                         {
11771                                 int *list = style->surfacelist;
11772                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11773                                 for (j = 0;j < style->numsurfaces;j++)
11774                                         update[list[j]] = true;
11775                         }
11776                 }
11777         }
11778
11779         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11780
11781         if (debug)
11782         {
11783                 R_DrawDebugModel();
11784                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11785                 return;
11786         }
11787
11788         rsurface.lightmaptexture = NULL;
11789         rsurface.deluxemaptexture = NULL;
11790         rsurface.uselightmaptexture = false;
11791         rsurface.texture = NULL;
11792         rsurface.rtlight = NULL;
11793         numsurfacelist = 0;
11794         // add visible surfaces to draw list
11795         for (i = 0;i < model->nummodelsurfaces;i++)
11796                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11797         // don't do anything if there were no surfaces
11798         if (!numsurfacelist)
11799         {
11800                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11801                 return;
11802         }
11803         // update lightmaps if needed
11804         if (update)
11805         {
11806                 int updated = 0;
11807                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11808                 {
11809                         if (update[j])
11810                         {
11811                                 updated++;
11812                                 R_BuildLightMap(ent, surfaces + j);
11813                         }
11814                 }
11815         }
11816         if (update)
11817                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11818                         if (update[j])
11819                                 R_BuildLightMap(ent, surfaces + j);
11820         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11821
11822         // add to stats if desired
11823         if (r_speeds.integer && !skysurfaces && !depthonly)
11824         {
11825                 r_refdef.stats.entities_surfaces += numsurfacelist;
11826                 for (j = 0;j < numsurfacelist;j++)
11827                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11828         }
11829
11830         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11831 }
11832
11833 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11834 {
11835         static texture_t texture;
11836         static msurface_t surface;
11837         const msurface_t *surfacelist = &surface;
11838
11839         // fake enough texture and surface state to render this geometry
11840
11841         texture.update_lastrenderframe = -1; // regenerate this texture
11842         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11843         texture.currentskinframe = skinframe;
11844         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11845         texture.offsetmapping = OFFSETMAPPING_OFF;
11846         texture.offsetscale = 1;
11847         texture.specularscalemod = 1;
11848         texture.specularpowermod = 1;
11849
11850         surface.texture = &texture;
11851         surface.num_triangles = numtriangles;
11852         surface.num_firsttriangle = firsttriangle;
11853         surface.num_vertices = numvertices;
11854         surface.num_firstvertex = firstvertex;
11855
11856         // now render it
11857         rsurface.texture = R_GetCurrentTexture(surface.texture);
11858         rsurface.lightmaptexture = NULL;
11859         rsurface.deluxemaptexture = NULL;
11860         rsurface.uselightmaptexture = false;
11861         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11862 }
11863
11864 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)
11865 {
11866         static msurface_t surface;
11867         const msurface_t *surfacelist = &surface;
11868
11869         // fake enough texture and surface state to render this geometry
11870         surface.texture = texture;
11871         surface.num_triangles = numtriangles;
11872         surface.num_firsttriangle = firsttriangle;
11873         surface.num_vertices = numvertices;
11874         surface.num_firstvertex = firstvertex;
11875
11876         // now render it
11877         rsurface.texture = R_GetCurrentTexture(surface.texture);
11878         rsurface.lightmaptexture = NULL;
11879         rsurface.deluxemaptexture = NULL;
11880         rsurface.uselightmaptexture = false;
11881         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11882 }