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avoid crashes on watershader surfaces in models that are off-screen (yet
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
158
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
190
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
198
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210
211 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
212
213 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
214
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
216
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
218
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
221
222 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
223
224 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
225
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
228
229 extern qboolean v_flipped_state;
230
231 static struct r_bloomstate_s
232 {
233         qboolean enabled;
234         qboolean hdr;
235
236         int bloomwidth, bloomheight;
237
238         textype_t texturetype;
239         int viewfbo; // used to check if r_viewfbo cvar has changed
240
241         int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242         rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243         rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
244
245         int screentexturewidth, screentextureheight;
246         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
247
248         int bloomtexturewidth, bloomtextureheight;
249         rtexture_t *texture_bloom;
250
251         // arrays for rendering the screen passes
252         float screentexcoord2f[8];
253         float bloomtexcoord2f[8];
254         float offsettexcoord2f[8];
255
256         r_viewport_t viewport;
257 }
258 r_bloomstate;
259
260 r_waterstate_t r_waterstate;
261
262 /// shadow volume bsp struct with automatically growing nodes buffer
263 svbsp_t r_svbsp;
264
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
278
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
281 {
282         char basename[64];
283         rtexture_t *texture;
284 }
285 cubemapinfo_t;
286
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
289
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
293
294 typedef struct r_qwskincache_s
295 {
296         char name[MAX_QPATH];
297         skinframe_t *skinframe;
298 }
299 r_qwskincache_t;
300
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
303
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
308 {
309         0, 0, 0,
310         1, 0, 0,
311         1, 1, 0,
312         0, 1, 0
313 };
314 const float r_d3dscreenvertex3f[12] =
315 {
316         0, 1, 0,
317         1, 1, 0,
318         1, 0, 0,
319         0, 0, 0
320 };
321
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
323 {
324         int i;
325         for (i = 0;i < verts;i++)
326         {
327                 out[0] = in[0] * r;
328                 out[1] = in[1] * g;
329                 out[2] = in[2] * b;
330                 out[3] = in[3];
331                 in += 4;
332                 out += 4;
333         }
334 }
335
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
337 {
338         int i;
339         for (i = 0;i < verts;i++)
340         {
341                 out[0] = r;
342                 out[1] = g;
343                 out[2] = b;
344                 out[3] = a;
345                 out += 4;
346         }
347 }
348
349 // FIXME: move this to client?
350 void FOG_clear(void)
351 {
352         if (gamemode == GAME_NEHAHRA)
353         {
354                 Cvar_Set("gl_fogenable", "0");
355                 Cvar_Set("gl_fogdensity", "0.2");
356                 Cvar_Set("gl_fogred", "0.3");
357                 Cvar_Set("gl_foggreen", "0.3");
358                 Cvar_Set("gl_fogblue", "0.3");
359         }
360         r_refdef.fog_density = 0;
361         r_refdef.fog_red = 0;
362         r_refdef.fog_green = 0;
363         r_refdef.fog_blue = 0;
364         r_refdef.fog_alpha = 1;
365         r_refdef.fog_start = 0;
366         r_refdef.fog_end = 16384;
367         r_refdef.fog_height = 1<<30;
368         r_refdef.fog_fadedepth = 128;
369         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
370 }
371
372 static void R_BuildBlankTextures(void)
373 {
374         unsigned char data[4];
375         data[2] = 128; // normal X
376         data[1] = 128; // normal Y
377         data[0] = 255; // normal Z
378         data[3] = 255; // height
379         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380         data[0] = 255;
381         data[1] = 255;
382         data[2] = 255;
383         data[3] = 255;
384         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385         data[0] = 128;
386         data[1] = 128;
387         data[2] = 128;
388         data[3] = 255;
389         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390         data[0] = 0;
391         data[1] = 0;
392         data[2] = 0;
393         data[3] = 255;
394         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 }
396
397 static void R_BuildNoTexture(void)
398 {
399         int x, y;
400         unsigned char pix[16][16][4];
401         // this makes a light grey/dark grey checkerboard texture
402         for (y = 0;y < 16;y++)
403         {
404                 for (x = 0;x < 16;x++)
405                 {
406                         if ((y < 8) ^ (x < 8))
407                         {
408                                 pix[y][x][0] = 128;
409                                 pix[y][x][1] = 128;
410                                 pix[y][x][2] = 128;
411                                 pix[y][x][3] = 255;
412                         }
413                         else
414                         {
415                                 pix[y][x][0] = 64;
416                                 pix[y][x][1] = 64;
417                                 pix[y][x][2] = 64;
418                                 pix[y][x][3] = 255;
419                         }
420                 }
421         }
422         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
423 }
424
425 static void R_BuildWhiteCube(void)
426 {
427         unsigned char data[6*1*1*4];
428         memset(data, 255, sizeof(data));
429         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
430 }
431
432 static void R_BuildNormalizationCube(void)
433 {
434         int x, y, side;
435         vec3_t v;
436         vec_t s, t, intensity;
437 #define NORMSIZE 64
438         unsigned char *data;
439         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440         for (side = 0;side < 6;side++)
441         {
442                 for (y = 0;y < NORMSIZE;y++)
443                 {
444                         for (x = 0;x < NORMSIZE;x++)
445                         {
446                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448                                 switch(side)
449                                 {
450                                 default:
451                                 case 0:
452                                         v[0] = 1;
453                                         v[1] = -t;
454                                         v[2] = -s;
455                                         break;
456                                 case 1:
457                                         v[0] = -1;
458                                         v[1] = -t;
459                                         v[2] = s;
460                                         break;
461                                 case 2:
462                                         v[0] = s;
463                                         v[1] = 1;
464                                         v[2] = t;
465                                         break;
466                                 case 3:
467                                         v[0] = s;
468                                         v[1] = -1;
469                                         v[2] = -t;
470                                         break;
471                                 case 4:
472                                         v[0] = s;
473                                         v[1] = -t;
474                                         v[2] = 1;
475                                         break;
476                                 case 5:
477                                         v[0] = -s;
478                                         v[1] = -t;
479                                         v[2] = -1;
480                                         break;
481                                 }
482                                 intensity = 127.0f / sqrt(DotProduct(v, v));
483                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486                                 data[((side*64+y)*64+x)*4+3] = 255;
487                         }
488                 }
489         }
490         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
491         Mem_Free(data);
492 }
493
494 static void R_BuildFogTexture(void)
495 {
496         int x, b;
497 #define FOGWIDTH 256
498         unsigned char data1[FOGWIDTH][4];
499         //unsigned char data2[FOGWIDTH][4];
500         double d, r, alpha;
501
502         r_refdef.fogmasktable_start = r_refdef.fog_start;
503         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504         r_refdef.fogmasktable_range = r_refdef.fogrange;
505         r_refdef.fogmasktable_density = r_refdef.fog_density;
506
507         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
509         {
510                 d = (x * r - r_refdef.fogmasktable_start);
511                 if(developer_extra.integer)
512                         Con_DPrintf("%f ", d);
513                 d = max(0, d);
514                 if (r_fog_exp2.integer)
515                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
516                 else
517                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518                 if(developer_extra.integer)
519                         Con_DPrintf(" : %f ", alpha);
520                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521                 if(developer_extra.integer)
522                         Con_DPrintf(" = %f\n", alpha);
523                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
524         }
525
526         for (x = 0;x < FOGWIDTH;x++)
527         {
528                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529                 data1[x][0] = b;
530                 data1[x][1] = b;
531                 data1[x][2] = b;
532                 data1[x][3] = 255;
533                 //data2[x][0] = 255 - b;
534                 //data2[x][1] = 255 - b;
535                 //data2[x][2] = 255 - b;
536                 //data2[x][3] = 255;
537         }
538         if (r_texture_fogattenuation)
539         {
540                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542         }
543         else
544         {
545                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
547         }
548 }
549
550 static void R_BuildFogHeightTexture(void)
551 {
552         unsigned char *inpixels;
553         int size;
554         int x;
555         int y;
556         int j;
557         float c[4];
558         float f;
559         inpixels = NULL;
560         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561         if (r_refdef.fogheighttexturename[0])
562                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
563         if (!inpixels)
564         {
565                 r_refdef.fog_height_tablesize = 0;
566                 if (r_texture_fogheighttexture)
567                         R_FreeTexture(r_texture_fogheighttexture);
568                 r_texture_fogheighttexture = NULL;
569                 if (r_refdef.fog_height_table2d)
570                         Mem_Free(r_refdef.fog_height_table2d);
571                 r_refdef.fog_height_table2d = NULL;
572                 if (r_refdef.fog_height_table1d)
573                         Mem_Free(r_refdef.fog_height_table1d);
574                 r_refdef.fog_height_table1d = NULL;
575                 return;
576         }
577         size = image_width;
578         r_refdef.fog_height_tablesize = size;
579         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
582         Mem_Free(inpixels);
583         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
584         // average fog color table accounting for every fog layer between a point
585         // and the camera.  (Note: attenuation is handled separately!)
586         for (y = 0;y < size;y++)
587         {
588                 for (x = 0;x < size;x++)
589                 {
590                         Vector4Clear(c);
591                         f = 0;
592                         if (x < y)
593                         {
594                                 for (j = x;j <= y;j++)
595                                 {
596                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
597                                         f++;
598                                 }
599                         }
600                         else
601                         {
602                                 for (j = x;j >= y;j--)
603                                 {
604                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605                                         f++;
606                                 }
607                         }
608                         f = 1.0f / f;
609                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
613                 }
614         }
615         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
616 }
617
618 //=======================================================================================================================================================
619
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
622 ;
623
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
626 ;
627
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *vertexfilename;
643         const char *geometryfilename;
644         const char *fragmentfilename;
645         const char *pretext;
646         const char *name;
647 }
648 shadermodeinfo_t;
649
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
652 {
653         {"#define USEDIFFUSE\n", " diffuse"},
654         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655         {"#define USEVIEWTINT\n", " viewtint"},
656         {"#define USECOLORMAPPING\n", " colormapping"},
657         {"#define USESATURATION\n", " saturation"},
658         {"#define USEFOGINSIDE\n", " foginside"},
659         {"#define USEFOGOUTSIDE\n", " fogoutside"},
660         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662         {"#define USEGAMMARAMPS\n", " gammaramps"},
663         {"#define USECUBEFILTER\n", " cubefilter"},
664         {"#define USEGLOW\n", " glow"},
665         {"#define USEBLOOM\n", " bloom"},
666         {"#define USESPECULAR\n", " specular"},
667         {"#define USEPOSTPROCESSING\n", " postprocessing"},
668         {"#define USEREFLECTION\n", " reflection"},
669         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678         {"#define USEALPHAKILL\n", " alphakill"},
679         {"#define USEREFLECTCUBE\n", " reflectcube"},
680         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681         {"#define USEBOUNCEGRID\n", " bouncegrid"},
682         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683         {"#define USETRIPPY\n", " trippy"},
684 };
685
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
688 {
689         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
707 };
708
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
710 {
711         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
729 };
730
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
733 {
734         /// hash lookup data
735         struct r_glsl_permutation_s *hashnext;
736         unsigned int mode;
737         unsigned int permutation;
738
739         /// indicates if we have tried compiling this permutation already
740         qboolean compiled;
741         /// 0 if compilation failed
742         int program;
743         // texture units assigned to each detected uniform
744         int tex_Texture_First;
745         int tex_Texture_Second;
746         int tex_Texture_GammaRamps;
747         int tex_Texture_Normal;
748         int tex_Texture_Color;
749         int tex_Texture_Gloss;
750         int tex_Texture_Glow;
751         int tex_Texture_SecondaryNormal;
752         int tex_Texture_SecondaryColor;
753         int tex_Texture_SecondaryGloss;
754         int tex_Texture_SecondaryGlow;
755         int tex_Texture_Pants;
756         int tex_Texture_Shirt;
757         int tex_Texture_FogHeightTexture;
758         int tex_Texture_FogMask;
759         int tex_Texture_Lightmap;
760         int tex_Texture_Deluxemap;
761         int tex_Texture_Attenuation;
762         int tex_Texture_Cube;
763         int tex_Texture_Refraction;
764         int tex_Texture_Reflection;
765         int tex_Texture_ShadowMap2D;
766         int tex_Texture_CubeProjection;
767         int tex_Texture_ScreenDepth;
768         int tex_Texture_ScreenNormalMap;
769         int tex_Texture_ScreenDiffuse;
770         int tex_Texture_ScreenSpecular;
771         int tex_Texture_ReflectMask;
772         int tex_Texture_ReflectCube;
773         int tex_Texture_BounceGrid;
774         /// locations of detected uniforms in program object, or -1 if not found
775         int loc_Texture_First;
776         int loc_Texture_Second;
777         int loc_Texture_GammaRamps;
778         int loc_Texture_Normal;
779         int loc_Texture_Color;
780         int loc_Texture_Gloss;
781         int loc_Texture_Glow;
782         int loc_Texture_SecondaryNormal;
783         int loc_Texture_SecondaryColor;
784         int loc_Texture_SecondaryGloss;
785         int loc_Texture_SecondaryGlow;
786         int loc_Texture_Pants;
787         int loc_Texture_Shirt;
788         int loc_Texture_FogHeightTexture;
789         int loc_Texture_FogMask;
790         int loc_Texture_Lightmap;
791         int loc_Texture_Deluxemap;
792         int loc_Texture_Attenuation;
793         int loc_Texture_Cube;
794         int loc_Texture_Refraction;
795         int loc_Texture_Reflection;
796         int loc_Texture_ShadowMap2D;
797         int loc_Texture_CubeProjection;
798         int loc_Texture_ScreenDepth;
799         int loc_Texture_ScreenNormalMap;
800         int loc_Texture_ScreenDiffuse;
801         int loc_Texture_ScreenSpecular;
802         int loc_Texture_ReflectMask;
803         int loc_Texture_ReflectCube;
804         int loc_Texture_BounceGrid;
805         int loc_Alpha;
806         int loc_BloomBlur_Parameters;
807         int loc_ClientTime;
808         int loc_Color_Ambient;
809         int loc_Color_Diffuse;
810         int loc_Color_Specular;
811         int loc_Color_Glow;
812         int loc_Color_Pants;
813         int loc_Color_Shirt;
814         int loc_DeferredColor_Ambient;
815         int loc_DeferredColor_Diffuse;
816         int loc_DeferredColor_Specular;
817         int loc_DeferredMod_Diffuse;
818         int loc_DeferredMod_Specular;
819         int loc_DistortScaleRefractReflect;
820         int loc_EyePosition;
821         int loc_FogColor;
822         int loc_FogHeightFade;
823         int loc_FogPlane;
824         int loc_FogPlaneViewDist;
825         int loc_FogRangeRecip;
826         int loc_LightColor;
827         int loc_LightDir;
828         int loc_LightPosition;
829         int loc_OffsetMapping_ScaleSteps;
830         int loc_OffsetMapping_LodDistance;
831         int loc_OffsetMapping_Bias;
832         int loc_PixelSize;
833         int loc_ReflectColor;
834         int loc_ReflectFactor;
835         int loc_ReflectOffset;
836         int loc_RefractColor;
837         int loc_Saturation;
838         int loc_ScreenCenterRefractReflect;
839         int loc_ScreenScaleRefractReflect;
840         int loc_ScreenToDepth;
841         int loc_ShadowMap_Parameters;
842         int loc_ShadowMap_TextureScale;
843         int loc_SpecularPower;
844         int loc_UserVec1;
845         int loc_UserVec2;
846         int loc_UserVec3;
847         int loc_UserVec4;
848         int loc_ViewTintColor;
849         int loc_ViewToLight;
850         int loc_ModelToLight;
851         int loc_TexMatrix;
852         int loc_BackgroundTexMatrix;
853         int loc_ModelViewProjectionMatrix;
854         int loc_ModelViewMatrix;
855         int loc_PixelToScreenTexCoord;
856         int loc_ModelToReflectCube;
857         int loc_ShadowMapMatrix;
858         int loc_BloomColorSubtract;
859         int loc_NormalmapScrollBlend;
860         int loc_BounceGridMatrix;
861         int loc_BounceGridIntensity;
862 }
863 r_glsl_permutation_t;
864
865 #define SHADERPERMUTATION_HASHSIZE 256
866
867
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
870 enum
871 {
872         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
878         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
880 };
881 #define SHADERSTATICPARMS_COUNT 8
882
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
885
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
889 {
890         static int r_compileshader_staticparms_save[1];
891         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
893
894         // detect all
895         if (r_glsl_saturation_redcompensate.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897         if (r_glsl_vertextextureblend_usebothalphas.integer)
898                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899         if (r_shadow_glossexact.integer)
900                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901         if (r_glsl_postprocess.integer)
902         {
903                 if (r_glsl_postprocess_uservec1_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905                 if (r_glsl_postprocess_uservec2_enable.integer)
906                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907                 if (r_glsl_postprocess_uservec3_enable.integer)
908                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909                 if (r_glsl_postprocess_uservec4_enable.integer)
910                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
911         }
912         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
915 }
916
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
920         else \
921                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
923 {
924         shaderstaticparms_count = 0;
925
926         // emit all
927         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
935 }
936
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
943
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
945 {
946         //unsigned int hashdepth = 0;
947         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948         r_glsl_permutation_t *p;
949         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
950         {
951                 if (p->mode == mode && p->permutation == permutation)
952                 {
953                         //if (hashdepth > 10)
954                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955                         return p;
956                 }
957                 //hashdepth++;
958         }
959         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
960         p->mode = mode;
961         p->permutation = permutation;
962         p->hashnext = r_glsl_permutationhash[mode][hashindex];
963         r_glsl_permutationhash[mode][hashindex] = p;
964         //if (hashdepth > 10)
965         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966         return p;
967 }
968
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
970 {
971         char *shaderstring;
972         if (!filename || !filename[0])
973                 return NULL;
974         if (!strcmp(filename, "glsl/default.glsl"))
975         {
976                 if (!glslshaderstring)
977                 {
978                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979                         if (glslshaderstring)
980                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
981                         else
982                                 glslshaderstring = (char *)builtinshaderstring;
983                 }
984                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
986                 return shaderstring;
987         }
988         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
989         if (shaderstring)
990         {
991                 if (printfromdisknotice)
992                         Con_DPrintf("from disk %s... ", filename);
993                 return shaderstring;
994         }
995         return shaderstring;
996 }
997
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
999 {
1000         int i;
1001         int sampler;
1002         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003         char *vertexstring, *geometrystring, *fragmentstring;
1004         char permutationname[256];
1005         int vertstrings_count = 0;
1006         int geomstrings_count = 0;
1007         int fragstrings_count = 0;
1008         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1011
1012         if (p->compiled)
1013                 return;
1014         p->compiled = true;
1015         p->program = 0;
1016
1017         permutationname[0] = 0;
1018         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1021
1022         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1023
1024         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025         if(vid.support.gl20shaders130)
1026         {
1027                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1033         }
1034
1035         // the first pretext is which type of shader to compile as
1036         // (later these will all be bound together as a program object)
1037         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1040
1041         // the second pretext is the mode (for example a light source)
1042         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1046
1047         // now add all the permutation pretexts
1048         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1049         {
1050                 if (permutation & (1<<i))
1051                 {
1052                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1056                 }
1057                 else
1058                 {
1059                         // keep line numbers correct
1060                         vertstrings_list[vertstrings_count++] = "\n";
1061                         geomstrings_list[geomstrings_count++] = "\n";
1062                         fragstrings_list[fragstrings_count++] = "\n";
1063                 }
1064         }
1065
1066         // add static parms
1067         R_CompileShader_AddStaticParms(mode, permutation);
1068         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069         vertstrings_count += shaderstaticparms_count;
1070         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071         geomstrings_count += shaderstaticparms_count;
1072         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073         fragstrings_count += shaderstaticparms_count;
1074
1075         // now append the shader text itself
1076         vertstrings_list[vertstrings_count++] = vertexstring;
1077         geomstrings_list[geomstrings_count++] = geometrystring;
1078         fragstrings_list[fragstrings_count++] = fragmentstring;
1079
1080         // if any sources were NULL, clear the respective list
1081         if (!vertexstring)
1082                 vertstrings_count = 0;
1083         if (!geometrystring)
1084                 geomstrings_count = 0;
1085         if (!fragmentstring)
1086                 fragstrings_count = 0;
1087
1088         // compile the shader program
1089         if (vertstrings_count + geomstrings_count + fragstrings_count)
1090                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1091         if (p->program)
1092         {
1093                 CHECKGLERROR
1094                 qglUseProgram(p->program);CHECKGLERROR
1095                 // look up all the uniform variable names we care about, so we don't
1096                 // have to look them up every time we set them
1097
1098                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1099                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1100                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1102                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1103                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1104                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1105                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1110                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1111                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1113                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1117                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1118                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1119                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1129                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1131                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1132                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1133                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1134                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1135                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1136                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1137                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1144                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1145                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1146                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1147                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1149                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1150                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1151                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1152                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1156                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1157                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1158                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1159                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1160                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1161                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1164                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1167                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1168                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1169                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1170                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1171                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1172                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1173                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1174                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1175                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185                 // initialize the samplers to refer to the texture units we use
1186                 p->tex_Texture_First = -1;
1187                 p->tex_Texture_Second = -1;
1188                 p->tex_Texture_GammaRamps = -1;
1189                 p->tex_Texture_Normal = -1;
1190                 p->tex_Texture_Color = -1;
1191                 p->tex_Texture_Gloss = -1;
1192                 p->tex_Texture_Glow = -1;
1193                 p->tex_Texture_SecondaryNormal = -1;
1194                 p->tex_Texture_SecondaryColor = -1;
1195                 p->tex_Texture_SecondaryGloss = -1;
1196                 p->tex_Texture_SecondaryGlow = -1;
1197                 p->tex_Texture_Pants = -1;
1198                 p->tex_Texture_Shirt = -1;
1199                 p->tex_Texture_FogHeightTexture = -1;
1200                 p->tex_Texture_FogMask = -1;
1201                 p->tex_Texture_Lightmap = -1;
1202                 p->tex_Texture_Deluxemap = -1;
1203                 p->tex_Texture_Attenuation = -1;
1204                 p->tex_Texture_Cube = -1;
1205                 p->tex_Texture_Refraction = -1;
1206                 p->tex_Texture_Reflection = -1;
1207                 p->tex_Texture_ShadowMap2D = -1;
1208                 p->tex_Texture_CubeProjection = -1;
1209                 p->tex_Texture_ScreenDepth = -1;
1210                 p->tex_Texture_ScreenNormalMap = -1;
1211                 p->tex_Texture_ScreenDiffuse = -1;
1212                 p->tex_Texture_ScreenSpecular = -1;
1213                 p->tex_Texture_ReflectMask = -1;
1214                 p->tex_Texture_ReflectCube = -1;
1215                 p->tex_Texture_BounceGrid = -1;
1216                 sampler = 0;
1217                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1218                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1219                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1220                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1221                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1222                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1223                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1224                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1226                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1227                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1228                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1229                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1230                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1232                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1233                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1234                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1235                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1236                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1237                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1238                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1239                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1240                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1241                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1243                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1244                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1245                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1246                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1247                 CHECKGLERROR
1248                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1249         }
1250         else
1251                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1252
1253         // free the strings
1254         if (vertexstring)
1255                 Mem_Free(vertexstring);
1256         if (geometrystring)
1257                 Mem_Free(geometrystring);
1258         if (fragmentstring)
1259                 Mem_Free(fragmentstring);
1260 }
1261
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1263 {
1264         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265         if (r_glsl_permutation != perm)
1266         {
1267                 r_glsl_permutation = perm;
1268                 if (!r_glsl_permutation->program)
1269                 {
1270                         if (!r_glsl_permutation->compiled)
1271                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1272                         if (!r_glsl_permutation->program)
1273                         {
1274                                 // remove features until we find a valid permutation
1275                                 int i;
1276                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277                                 {
1278                                         // reduce i more quickly whenever it would not remove any bits
1279                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280                                         if (!(permutation & j))
1281                                                 continue;
1282                                         permutation -= j;
1283                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284                                         if (!r_glsl_permutation->compiled)
1285                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1286                                         if (r_glsl_permutation->program)
1287                                                 break;
1288                                 }
1289                                 if (i >= SHADERPERMUTATION_COUNT)
1290                                 {
1291                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293                                         qglUseProgram(0);CHECKGLERROR
1294                                         return; // no bit left to clear, entire mode is broken
1295                                 }
1296                         }
1297                 }
1298                 CHECKGLERROR
1299                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1300         }
1301         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1304 }
1305
1306 #ifdef SUPPORTD3D
1307
1308 #ifdef SUPPORTD3D
1309 #include <d3d9.h>
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1312 #endif
1313
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1316 {
1317         /// hash lookup data
1318         struct r_hlsl_permutation_s *hashnext;
1319         unsigned int mode;
1320         unsigned int permutation;
1321
1322         /// indicates if we have tried compiling this permutation already
1323         qboolean compiled;
1324         /// NULL if compilation failed
1325         IDirect3DVertexShader9 *vertexshader;
1326         IDirect3DPixelShader9 *pixelshader;
1327 }
1328 r_hlsl_permutation_t;
1329
1330 typedef enum D3DVSREGISTER_e
1331 {
1332         D3DVSREGISTER_TexMatrix = 0, // float4x4
1333         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337         D3DVSREGISTER_ModelToLight = 20, // float4x4
1338         D3DVSREGISTER_EyePosition = 24,
1339         D3DVSREGISTER_FogPlane = 25,
1340         D3DVSREGISTER_LightDir = 26,
1341         D3DVSREGISTER_LightPosition = 27,
1342 }
1343 D3DVSREGISTER_t;
1344
1345 typedef enum D3DPSREGISTER_e
1346 {
1347         D3DPSREGISTER_Alpha = 0,
1348         D3DPSREGISTER_BloomBlur_Parameters = 1,
1349         D3DPSREGISTER_ClientTime = 2,
1350         D3DPSREGISTER_Color_Ambient = 3,
1351         D3DPSREGISTER_Color_Diffuse = 4,
1352         D3DPSREGISTER_Color_Specular = 5,
1353         D3DPSREGISTER_Color_Glow = 6,
1354         D3DPSREGISTER_Color_Pants = 7,
1355         D3DPSREGISTER_Color_Shirt = 8,
1356         D3DPSREGISTER_DeferredColor_Ambient = 9,
1357         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358         D3DPSREGISTER_DeferredColor_Specular = 11,
1359         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360         D3DPSREGISTER_DeferredMod_Specular = 13,
1361         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362         D3DPSREGISTER_EyePosition = 15, // unused
1363         D3DPSREGISTER_FogColor = 16,
1364         D3DPSREGISTER_FogHeightFade = 17,
1365         D3DPSREGISTER_FogPlane = 18,
1366         D3DPSREGISTER_FogPlaneViewDist = 19,
1367         D3DPSREGISTER_FogRangeRecip = 20,
1368         D3DPSREGISTER_LightColor = 21,
1369         D3DPSREGISTER_LightDir = 22, // unused
1370         D3DPSREGISTER_LightPosition = 23,
1371         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372         D3DPSREGISTER_PixelSize = 25,
1373         D3DPSREGISTER_ReflectColor = 26,
1374         D3DPSREGISTER_ReflectFactor = 27,
1375         D3DPSREGISTER_ReflectOffset = 28,
1376         D3DPSREGISTER_RefractColor = 29,
1377         D3DPSREGISTER_Saturation = 30,
1378         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380         D3DPSREGISTER_ScreenToDepth = 33,
1381         D3DPSREGISTER_ShadowMap_Parameters = 34,
1382         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383         D3DPSREGISTER_SpecularPower = 36,
1384         D3DPSREGISTER_UserVec1 = 37,
1385         D3DPSREGISTER_UserVec2 = 38,
1386         D3DPSREGISTER_UserVec3 = 39,
1387         D3DPSREGISTER_UserVec4 = 40,
1388         D3DPSREGISTER_ViewTintColor = 41,
1389         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390         D3DPSREGISTER_BloomColorSubtract = 43,
1391         D3DPSREGISTER_ViewToLight = 44, // float4x4
1392         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393         D3DPSREGISTER_NormalmapScrollBlend = 52,
1394         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395         D3DPSREGISTER_OffsetMapping_Bias = 54,
1396         // next at 54
1397 }
1398 D3DPSREGISTER_t;
1399
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1406
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1408 {
1409         //unsigned int hashdepth = 0;
1410         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411         r_hlsl_permutation_t *p;
1412         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1413         {
1414                 if (p->mode == mode && p->permutation == permutation)
1415                 {
1416                         //if (hashdepth > 10)
1417                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1418                         return p;
1419                 }
1420                 //hashdepth++;
1421         }
1422         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1423         p->mode = mode;
1424         p->permutation = permutation;
1425         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426         r_hlsl_permutationhash[mode][hashindex] = p;
1427         //if (hashdepth > 10)
1428         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1429         return p;
1430 }
1431
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1433 {
1434         char *shaderstring;
1435         if (!filename || !filename[0])
1436                 return NULL;
1437         if (!strcmp(filename, "hlsl/default.hlsl"))
1438         {
1439                 if (!hlslshaderstring)
1440                 {
1441                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442                         if (hlslshaderstring)
1443                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1444                         else
1445                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1446                 }
1447                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449                 return shaderstring;
1450         }
1451         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1452         if (shaderstring)
1453         {
1454                 if (printfromdisknotice)
1455                         Con_DPrintf("from disk %s... ", filename);
1456                 return shaderstring;
1457         }
1458         return shaderstring;
1459 }
1460
1461 #include <d3dx9.h>
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1464
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1466 {
1467         DWORD *vsbin = NULL;
1468         DWORD *psbin = NULL;
1469         fs_offset_t vsbinsize;
1470         fs_offset_t psbinsize;
1471 //      IDirect3DVertexShader9 *vs = NULL;
1472 //      IDirect3DPixelShader9 *ps = NULL;
1473         ID3DXBuffer *vslog = NULL;
1474         ID3DXBuffer *vsbuffer = NULL;
1475         ID3DXConstantTable *vsconstanttable = NULL;
1476         ID3DXBuffer *pslog = NULL;
1477         ID3DXBuffer *psbuffer = NULL;
1478         ID3DXConstantTable *psconstanttable = NULL;
1479         int vsresult = 0;
1480         int psresult = 0;
1481         char temp[MAX_INPUTLINE];
1482         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483         qboolean debugshader = gl_paranoid.integer != 0;
1484         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1486         if (!debugshader)
1487         {
1488                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1490         }
1491         if ((!vsbin && vertstring) || (!psbin && fragstring))
1492         {
1493                 const char* dllnames_d3dx9 [] =
1494                 {
1495                         "d3dx9_43.dll",
1496                         "d3dx9_42.dll",
1497                         "d3dx9_41.dll",
1498                         "d3dx9_40.dll",
1499                         "d3dx9_39.dll",
1500                         "d3dx9_38.dll",
1501                         "d3dx9_37.dll",
1502                         "d3dx9_36.dll",
1503                         "d3dx9_35.dll",
1504                         "d3dx9_34.dll",
1505                         "d3dx9_33.dll",
1506                         "d3dx9_32.dll",
1507                         "d3dx9_31.dll",
1508                         "d3dx9_30.dll",
1509                         "d3dx9_29.dll",
1510                         "d3dx9_28.dll",
1511                         "d3dx9_27.dll",
1512                         "d3dx9_26.dll",
1513                         "d3dx9_25.dll",
1514                         "d3dx9_24.dll",
1515                         NULL
1516                 };
1517                 dllhandle_t d3dx9_dll = NULL;
1518                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521                 dllfunction_t d3dx9_dllfuncs[] =
1522                 {
1523                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1524                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1525                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1526                         {NULL, NULL}
1527                 };
1528                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1529                 {
1530                         DWORD shaderflags = 0;
1531                         if (debugshader)
1532                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535                         if (vertstring && vertstring[0])
1536                         {
1537                                 if (debugshader)
1538                                 {
1539 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1543                                 }
1544                                 else
1545                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546                                 if (vsbuffer)
1547                                 {
1548                                         vsbinsize = vsbuffer->GetBufferSize();
1549                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551                                         vsbuffer->Release();
1552                                 }
1553                                 if (vslog)
1554                                 {
1555                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1557                                         vslog->Release();
1558                                 }
1559                         }
1560                         if (fragstring && fragstring[0])
1561                         {
1562                                 if (debugshader)
1563                                 {
1564 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1568                                 }
1569                                 else
1570                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1571                                 if (psbuffer)
1572                                 {
1573                                         psbinsize = psbuffer->GetBufferSize();
1574                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576                                         psbuffer->Release();
1577                                 }
1578                                 if (pslog)
1579                                 {
1580                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1582                                         pslog->Release();
1583                                 }
1584                         }
1585                         Sys_UnloadLibrary(&d3dx9_dll);
1586                 }
1587                 else
1588                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1589         }
1590         if (vsbin && psbin)
1591         {
1592                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593                 if (FAILED(vsresult))
1594                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596                 if (FAILED(psresult))
1597                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1598         }
1599         // free the shader data
1600         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1602 }
1603
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1605 {
1606         int i;
1607         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608         int vertstring_length = 0;
1609         int geomstring_length = 0;
1610         int fragstring_length = 0;
1611         char *t;
1612         char *vertexstring, *geometrystring, *fragmentstring;
1613         char *vertstring, *geomstring, *fragstring;
1614         char permutationname[256];
1615         char cachename[256];
1616         int vertstrings_count = 0;
1617         int geomstrings_count = 0;
1618         int fragstrings_count = 0;
1619         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1622
1623         if (p->compiled)
1624                 return;
1625         p->compiled = true;
1626         p->vertexshader = NULL;
1627         p->pixelshader = NULL;
1628
1629         permutationname[0] = 0;
1630         cachename[0] = 0;
1631         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1634
1635         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636         strlcat(cachename, "hlsl/", sizeof(cachename));
1637
1638         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639         vertstrings_count = 0;
1640         geomstrings_count = 0;
1641         fragstrings_count = 0;
1642         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1645
1646         // the first pretext is which type of shader to compile as
1647         // (later these will all be bound together as a program object)
1648         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1651
1652         // the second pretext is the mode (for example a light source)
1653         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657         strlcat(cachename, modeinfo->name, sizeof(cachename));
1658
1659         // now add all the permutation pretexts
1660         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1661         {
1662                 if (permutation & (1<<i))
1663                 {
1664                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1669                 }
1670                 else
1671                 {
1672                         // keep line numbers correct
1673                         vertstrings_list[vertstrings_count++] = "\n";
1674                         geomstrings_list[geomstrings_count++] = "\n";
1675                         fragstrings_list[fragstrings_count++] = "\n";
1676                 }
1677         }
1678
1679         // add static parms
1680         R_CompileShader_AddStaticParms(mode, permutation);
1681         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682         vertstrings_count += shaderstaticparms_count;
1683         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684         geomstrings_count += shaderstaticparms_count;
1685         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686         fragstrings_count += shaderstaticparms_count;
1687
1688         // replace spaces in the cachename with _ characters
1689         for (i = 0;cachename[i];i++)
1690                 if (cachename[i] == ' ')
1691                         cachename[i] = '_';
1692
1693         // now append the shader text itself
1694         vertstrings_list[vertstrings_count++] = vertexstring;
1695         geomstrings_list[geomstrings_count++] = geometrystring;
1696         fragstrings_list[fragstrings_count++] = fragmentstring;
1697
1698         // if any sources were NULL, clear the respective list
1699         if (!vertexstring)
1700                 vertstrings_count = 0;
1701         if (!geometrystring)
1702                 geomstrings_count = 0;
1703         if (!fragmentstring)
1704                 fragstrings_count = 0;
1705
1706         vertstring_length = 0;
1707         for (i = 0;i < vertstrings_count;i++)
1708                 vertstring_length += strlen(vertstrings_list[i]);
1709         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1712
1713         geomstring_length = 0;
1714         for (i = 0;i < geomstrings_count;i++)
1715                 geomstring_length += strlen(geomstrings_list[i]);
1716         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1719
1720         fragstring_length = 0;
1721         for (i = 0;i < fragstrings_count;i++)
1722                 fragstring_length += strlen(fragstrings_list[i]);
1723         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1726
1727         // try to load the cached shader, or generate one
1728         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1729
1730         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1732         else
1733                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1734
1735         // free the strings
1736         if (vertstring)
1737                 Mem_Free(vertstring);
1738         if (geomstring)
1739                 Mem_Free(geomstring);
1740         if (fragstring)
1741                 Mem_Free(fragstring);
1742         if (vertexstring)
1743                 Mem_Free(vertexstring);
1744         if (geometrystring)
1745                 Mem_Free(geometrystring);
1746         if (fragmentstring)
1747                 Mem_Free(fragmentstring);
1748 }
1749
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1765 {
1766         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767         if (r_hlsl_permutation != perm)
1768         {
1769                 r_hlsl_permutation = perm;
1770                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1771                 {
1772                         if (!r_hlsl_permutation->compiled)
1773                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1774                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775                         {
1776                                 // remove features until we find a valid permutation
1777                                 int i;
1778                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779                                 {
1780                                         // reduce i more quickly whenever it would not remove any bits
1781                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782                                         if (!(permutation & j))
1783                                                 continue;
1784                                         permutation -= j;
1785                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786                                         if (!r_hlsl_permutation->compiled)
1787                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1788                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1789                                                 break;
1790                                 }
1791                                 if (i >= SHADERPERMUTATION_COUNT)
1792                                 {
1793                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795                                         return; // no bit left to clear, entire mode is broken
1796                                 }
1797                         }
1798                 }
1799                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1801         }
1802         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1805 }
1806 #endif
1807
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1809 {
1810         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1814 }
1815
1816 void R_GLSL_Restart_f(void)
1817 {
1818         unsigned int i, limit;
1819         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820                 Mem_Free(glslshaderstring);
1821         glslshaderstring = NULL;
1822         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823                 Mem_Free(hlslshaderstring);
1824         hlslshaderstring = NULL;
1825         switch(vid.renderpath)
1826         {
1827         case RENDERPATH_D3D9:
1828 #ifdef SUPPORTD3D
1829                 {
1830                         r_hlsl_permutation_t *p;
1831                         r_hlsl_permutation = NULL;
1832                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833                         for (i = 0;i < limit;i++)
1834                         {
1835                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1836                                 {
1837                                         if (p->vertexshader)
1838                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1839                                         if (p->pixelshader)
1840                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1841                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1842                                 }
1843                         }
1844                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1845                 }
1846 #endif
1847                 break;
1848         case RENDERPATH_D3D10:
1849                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850                 break;
1851         case RENDERPATH_D3D11:
1852                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853                 break;
1854         case RENDERPATH_GL20:
1855         case RENDERPATH_GLES2:
1856                 {
1857                         r_glsl_permutation_t *p;
1858                         r_glsl_permutation = NULL;
1859                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860                         for (i = 0;i < limit;i++)
1861                         {
1862                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1863                                 {
1864                                         GL_Backend_FreeProgram(p->program);
1865                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1866                                 }
1867                         }
1868                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1869                 }
1870                 break;
1871         case RENDERPATH_GL11:
1872         case RENDERPATH_GL13:
1873         case RENDERPATH_GLES1:
1874                 break;
1875         case RENDERPATH_SOFT:
1876                 break;
1877         }
1878 }
1879
1880 void R_GLSL_DumpShader_f(void)
1881 {
1882         int i;
1883         qfile_t *file;
1884
1885         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1886         if (file)
1887         {
1888                 FS_Print(file, "/* The engine may define the following macros:\n");
1889                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890                 for (i = 0;i < SHADERMODE_COUNT;i++)
1891                         FS_Print(file, glslshadermodeinfo[i].pretext);
1892                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893                         FS_Print(file, shaderpermutationinfo[i].pretext);
1894                 FS_Print(file, "*/\n");
1895                 FS_Print(file, builtinshaderstring);
1896                 FS_Close(file);
1897                 Con_Printf("glsl/default.glsl written\n");
1898         }
1899         else
1900                 Con_Printf("failed to write to glsl/default.glsl\n");
1901
1902         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1903         if (file)
1904         {
1905                 FS_Print(file, "/* The engine may define the following macros:\n");
1906                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907                 for (i = 0;i < SHADERMODE_COUNT;i++)
1908                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1909                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910                         FS_Print(file, shaderpermutationinfo[i].pretext);
1911                 FS_Print(file, "*/\n");
1912                 FS_Print(file, builtinhlslshaderstring);
1913                 FS_Close(file);
1914                 Con_Printf("hlsl/default.hlsl written\n");
1915         }
1916         else
1917                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1918 }
1919
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1921 {
1922         unsigned int permutation = 0;
1923         if (r_trippy.integer && !notrippy)
1924                 permutation |= SHADERPERMUTATION_TRIPPY;
1925         permutation |= SHADERPERMUTATION_VIEWTINT;
1926         if (first)
1927                 permutation |= SHADERPERMUTATION_DIFFUSE;
1928         if (second)
1929                 permutation |= SHADERPERMUTATION_SPECULAR;
1930         if (texturemode == GL_MODULATE)
1931                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932         else if (texturemode == GL_ADD)
1933                 permutation |= SHADERPERMUTATION_GLOW;
1934         else if (texturemode == GL_DECAL)
1935                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1938         if (!second)
1939                 texturemode = GL_MODULATE;
1940         if (vid.allowalphatocoverage)
1941                 GL_AlphaToCoverage(false);
1942         switch (vid.renderpath)
1943         {
1944         case RENDERPATH_D3D9:
1945 #ifdef SUPPORTD3D
1946                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947                 R_Mesh_TexBind(GL20TU_FIRST , first );
1948                 R_Mesh_TexBind(GL20TU_SECOND, second);
1949                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1951 #endif
1952                 break;
1953         case RENDERPATH_D3D10:
1954                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1955                 break;
1956         case RENDERPATH_D3D11:
1957                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1958                 break;
1959         case RENDERPATH_GL20:
1960         case RENDERPATH_GLES2:
1961                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1966                 break;
1967         case RENDERPATH_GL13:
1968         case RENDERPATH_GLES1:
1969                 R_Mesh_TexBind(0, first );
1970                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971                 R_Mesh_TexBind(1, second);
1972                 if (second)
1973                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1974                 break;
1975         case RENDERPATH_GL11:
1976                 R_Mesh_TexBind(0, first );
1977                 break;
1978         case RENDERPATH_SOFT:
1979                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980                 R_Mesh_TexBind(GL20TU_FIRST , first );
1981                 R_Mesh_TexBind(GL20TU_SECOND, second);
1982                 break;
1983         }
1984 }
1985
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1987 {
1988         unsigned int permutation = 0;
1989         if (r_trippy.integer && !notrippy)
1990                 permutation |= SHADERPERMUTATION_TRIPPY;
1991         if (vid.allowalphatocoverage)
1992                 GL_AlphaToCoverage(false);
1993         switch (vid.renderpath)
1994         {
1995         case RENDERPATH_D3D9:
1996 #ifdef SUPPORTD3D
1997                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1998 #endif
1999                 break;
2000         case RENDERPATH_D3D10:
2001                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002                 break;
2003         case RENDERPATH_D3D11:
2004                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2005                 break;
2006         case RENDERPATH_GL20:
2007         case RENDERPATH_GLES2:
2008                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2009                 break;
2010         case RENDERPATH_GL13:
2011         case RENDERPATH_GLES1:
2012                 R_Mesh_TexBind(0, 0);
2013                 R_Mesh_TexBind(1, 0);
2014                 break;
2015         case RENDERPATH_GL11:
2016                 R_Mesh_TexBind(0, 0);
2017                 break;
2018         case RENDERPATH_SOFT:
2019                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2020                 break;
2021         }
2022 }
2023
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2025 {
2026         int permutation = 0;
2027         if (r_trippy.integer && !notrippy)
2028                 permutation |= SHADERPERMUTATION_TRIPPY;
2029         if (vid.allowalphatocoverage)
2030                 GL_AlphaToCoverage(false);
2031         switch (vid.renderpath)
2032         {
2033         case RENDERPATH_D3D9:
2034 #ifdef SUPPORTHLSL
2035                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2036 #endif
2037                 break;
2038         case RENDERPATH_D3D10:
2039                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2040                 break;
2041         case RENDERPATH_D3D11:
2042                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2043                 break;
2044         case RENDERPATH_GL20:
2045         case RENDERPATH_GLES2:
2046                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2047                 break;
2048         case RENDERPATH_GL13:
2049         case RENDERPATH_GLES1:
2050                 break;
2051         case RENDERPATH_GL11:
2052                 break;
2053         case RENDERPATH_SOFT:
2054                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2055                 break;
2056         }
2057 }
2058
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2083
2084 #define BLENDFUNC_ALLOWS_COLORMOD      1
2085 #define BLENDFUNC_ALLOWS_FOG           2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2090 {
2091         int r = 0;
2092
2093         // a blendfunc allows colormod if:
2094         // a) it can never keep the destination pixel invariant, or
2095         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096         // this is to prevent unintended side effects from colormod
2097
2098         // a blendfunc allows fog if:
2099         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100         // this is to prevent unintended side effects from fog
2101
2102         // these checks are the output of fogeval.pl
2103
2104         r |= BLENDFUNC_ALLOWS_COLORMOD;
2105         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2126
2127         return r;
2128 }
2129
2130 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2131 {
2132         // select a permutation of the lighting shader appropriate to this
2133         // combination of texture, entity, light source, and fogging, only use the
2134         // minimum features necessary to avoid wasting rendering time in the
2135         // fragment shader on features that are not being used
2136         unsigned int permutation = 0;
2137         unsigned int mode = 0;
2138         int blendfuncflags;
2139         static float dummy_colormod[3] = {1, 1, 1};
2140         float *colormod = rsurface.colormod;
2141         float m16f[16];
2142         matrix4x4_t tempmatrix;
2143         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144         if (r_trippy.integer && !notrippy)
2145                 permutation |= SHADERPERMUTATION_TRIPPY;
2146         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150         if (rsurfacepass == RSURFPASS_BACKGROUND)
2151         {
2152                 // distorted background
2153                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2154                 {
2155                         mode = SHADERMODE_WATER;
2156                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2157                         {
2158                                 // this is the right thing to do for wateralpha
2159                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2160                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2161                         }
2162                         else
2163                         {
2164                                 // this is the right thing to do for entity alpha
2165                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167                         }
2168                 }
2169                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2170                 {
2171                         mode = SHADERMODE_REFRACTION;
2172                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174                 }
2175                 else
2176                 {
2177                         mode = SHADERMODE_GENERIC;
2178                         permutation |= SHADERPERMUTATION_DIFFUSE;
2179                         GL_BlendFunc(GL_ONE, GL_ZERO);
2180                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2181                 }
2182                 if (vid.allowalphatocoverage)
2183                         GL_AlphaToCoverage(false);
2184         }
2185         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2186         {
2187                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2188                 {
2189                         switch(rsurface.texture->offsetmapping)
2190                         {
2191                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194                         case OFFSETMAPPING_OFF: break;
2195                         }
2196                 }
2197                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199                 // normalmap (deferred prepass), may use alpha test on diffuse
2200                 mode = SHADERMODE_DEFERREDGEOMETRY;
2201                 GL_BlendFunc(GL_ONE, GL_ZERO);
2202                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203                 if (vid.allowalphatocoverage)
2204                         GL_AlphaToCoverage(false);
2205         }
2206         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2207         {
2208                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2209                 {
2210                         switch(rsurface.texture->offsetmapping)
2211                         {
2212                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215                         case OFFSETMAPPING_OFF: break;
2216                         }
2217                 }
2218                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2220                 // light source
2221                 mode = SHADERMODE_LIGHTSOURCE;
2222                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2224                 if (diffusescale > 0)
2225                         permutation |= SHADERPERMUTATION_DIFFUSE;
2226                 if (specularscale > 0)
2227                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228                 if (r_refdef.fogenabled)
2229                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230                 if (rsurface.texture->colormapping)
2231                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2232                 if (r_shadow_usingshadowmap2d)
2233                 {
2234                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235                         if(r_shadow_shadowmapvsdct)
2236                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237
2238                         if (r_shadow_shadowmapsampler)
2239                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240                         if (r_shadow_shadowmappcf > 1)
2241                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242                         else if (r_shadow_shadowmappcf)
2243                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2244                 }
2245                 if (rsurface.texture->reflectmasktexture)
2246                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249                 if (vid.allowalphatocoverage)
2250                         GL_AlphaToCoverage(false);
2251         }
2252         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2253         {
2254                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2255                 {
2256                         switch(rsurface.texture->offsetmapping)
2257                         {
2258                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261                         case OFFSETMAPPING_OFF: break;
2262                         }
2263                 }
2264                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266                 // unshaded geometry (fullbright or ambient model lighting)
2267                 mode = SHADERMODE_FLATCOLOR;
2268                 ambientscale = diffusescale = specularscale = 0;
2269                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270                         permutation |= SHADERPERMUTATION_GLOW;
2271                 if (r_refdef.fogenabled)
2272                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273                 if (rsurface.texture->colormapping)
2274                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2275                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2276                 {
2277                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2279
2280                         if (r_shadow_shadowmapsampler)
2281                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282                         if (r_shadow_shadowmappcf > 1)
2283                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284                         else if (r_shadow_shadowmappcf)
2285                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2286                 }
2287                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288                         permutation |= SHADERPERMUTATION_REFLECTION;
2289                 if (rsurface.texture->reflectmasktexture)
2290                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293                 // when using alphatocoverage, we don't need alphakill
2294                 if (vid.allowalphatocoverage)
2295                 {
2296                         if (r_transparent_alphatocoverage.integer)
2297                         {
2298                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2300                         }
2301                         else
2302                                 GL_AlphaToCoverage(false);
2303                 }
2304         }
2305         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2306         {
2307                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2308                 {
2309                         switch(rsurface.texture->offsetmapping)
2310                         {
2311                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314                         case OFFSETMAPPING_OFF: break;
2315                         }
2316                 }
2317                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319                 // directional model lighting
2320                 mode = SHADERMODE_LIGHTDIRECTION;
2321                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322                         permutation |= SHADERPERMUTATION_GLOW;
2323                 permutation |= SHADERPERMUTATION_DIFFUSE;
2324                 if (specularscale > 0)
2325                         permutation |= SHADERPERMUTATION_SPECULAR;
2326                 if (r_refdef.fogenabled)
2327                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328                 if (rsurface.texture->colormapping)
2329                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2330                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2331                 {
2332                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2334
2335                         if (r_shadow_shadowmapsampler)
2336                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337                         if (r_shadow_shadowmappcf > 1)
2338                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339                         else if (r_shadow_shadowmappcf)
2340                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2341                 }
2342                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343                         permutation |= SHADERPERMUTATION_REFLECTION;
2344                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346                 if (rsurface.texture->reflectmasktexture)
2347                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2349                 {
2350                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351                         if (r_shadow_bouncegriddirectional)
2352                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2353                 }
2354                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356                 // when using alphatocoverage, we don't need alphakill
2357                 if (vid.allowalphatocoverage)
2358                 {
2359                         if (r_transparent_alphatocoverage.integer)
2360                         {
2361                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2363                         }
2364                         else
2365                                 GL_AlphaToCoverage(false);
2366                 }
2367         }
2368         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2369         {
2370                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2371                 {
2372                         switch(rsurface.texture->offsetmapping)
2373                         {
2374                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377                         case OFFSETMAPPING_OFF: break;
2378                         }
2379                 }
2380                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382                 // ambient model lighting
2383                 mode = SHADERMODE_LIGHTDIRECTION;
2384                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385                         permutation |= SHADERPERMUTATION_GLOW;
2386                 if (r_refdef.fogenabled)
2387                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388                 if (rsurface.texture->colormapping)
2389                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2390                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2391                 {
2392                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2394
2395                         if (r_shadow_shadowmapsampler)
2396                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397                         if (r_shadow_shadowmappcf > 1)
2398                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399                         else if (r_shadow_shadowmappcf)
2400                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2401                 }
2402                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403                         permutation |= SHADERPERMUTATION_REFLECTION;
2404                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406                 if (rsurface.texture->reflectmasktexture)
2407                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2409                 {
2410                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411                         if (r_shadow_bouncegriddirectional)
2412                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2413                 }
2414                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416                 // when using alphatocoverage, we don't need alphakill
2417                 if (vid.allowalphatocoverage)
2418                 {
2419                         if (r_transparent_alphatocoverage.integer)
2420                         {
2421                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2423                         }
2424                         else
2425                                 GL_AlphaToCoverage(false);
2426                 }
2427         }
2428         else
2429         {
2430                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2431                 {
2432                         switch(rsurface.texture->offsetmapping)
2433                         {
2434                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437                         case OFFSETMAPPING_OFF: break;
2438                         }
2439                 }
2440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2442                 // lightmapped wall
2443                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444                         permutation |= SHADERPERMUTATION_GLOW;
2445                 if (r_refdef.fogenabled)
2446                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447                 if (rsurface.texture->colormapping)
2448                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2449                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2450                 {
2451                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2453
2454                         if (r_shadow_shadowmapsampler)
2455                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456                         if (r_shadow_shadowmappcf > 1)
2457                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458                         else if (r_shadow_shadowmappcf)
2459                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2460                 }
2461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462                         permutation |= SHADERPERMUTATION_REFLECTION;
2463                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465                 if (rsurface.texture->reflectmasktexture)
2466                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467                 if (FAKELIGHT_ENABLED)
2468                 {
2469                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470                         mode = SHADERMODE_FAKELIGHT;
2471                         permutation |= SHADERPERMUTATION_DIFFUSE;
2472                         if (specularscale > 0)
2473                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2474                 }
2475                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2476                 {
2477                         // deluxemapping (light direction texture)
2478                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2480                         else
2481                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482                         permutation |= SHADERPERMUTATION_DIFFUSE;
2483                         if (specularscale > 0)
2484                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2485                 }
2486                 else if (r_glsl_deluxemapping.integer >= 2)
2487                 {
2488                         // fake deluxemapping (uniform light direction in tangentspace)
2489                         if (rsurface.uselightmaptexture)
2490                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2491                         else
2492                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493                         permutation |= SHADERPERMUTATION_DIFFUSE;
2494                         if (specularscale > 0)
2495                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2496                 }
2497                 else if (rsurface.uselightmaptexture)
2498                 {
2499                         // ordinary lightmapping (q1bsp, q3bsp)
2500                         mode = SHADERMODE_LIGHTMAP;
2501                 }
2502                 else
2503                 {
2504                         // ordinary vertex coloring (q3bsp)
2505                         mode = SHADERMODE_VERTEXCOLOR;
2506                 }
2507                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2508                 {
2509                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510                         if (r_shadow_bouncegriddirectional)
2511                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2512                 }
2513                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515                 // when using alphatocoverage, we don't need alphakill
2516                 if (vid.allowalphatocoverage)
2517                 {
2518                         if (r_transparent_alphatocoverage.integer)
2519                         {
2520                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2522                         }
2523                         else
2524                                 GL_AlphaToCoverage(false);
2525                 }
2526         }
2527         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528                 colormod = dummy_colormod;
2529         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533         switch(vid.renderpath)
2534         {
2535         case RENDERPATH_D3D9:
2536 #ifdef SUPPORTD3D
2537                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541                 if (mode == SHADERMODE_LIGHTSOURCE)
2542                 {
2543                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2545                 }
2546                 else
2547                 {
2548                         if (mode == SHADERMODE_LIGHTDIRECTION)
2549                         {
2550                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2551                         }
2552                 }
2553                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2558
2559                 if (mode == SHADERMODE_LIGHTSOURCE)
2560                 {
2561                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2566
2567                         // additive passes are only darkened by fog, not tinted
2568                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2570                 }
2571                 else
2572                 {
2573                         if (mode == SHADERMODE_FLATCOLOR)
2574                         {
2575                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2576                         }
2577                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2578                         {
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2586                         }
2587                         else
2588                         {
2589                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2592                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2594                         }
2595                         // additive passes are only darkened by fog, not tinted
2596                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2598                         else
2599                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2601                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608                         if (mode == SHADERMODE_WATER)
2609                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2610                 }
2611                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616                 if (rsurface.texture->pantstexture)
2617                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2618                 else
2619                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620                 if (rsurface.texture->shirttexture)
2621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2622                 else
2623                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2633                         );
2634                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2635                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2636                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2638
2639                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2640                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2641                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2642                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2643                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2644                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2645                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2646                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2647                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2648                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2649                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2650                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2652                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2653                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2656                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2657                 {
2658                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2661                 }
2662                 else
2663                 {
2664                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2665                 }
2666 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2667 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2668                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2669                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2670                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2671                 {
2672                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673                         if (rsurface.rtlight)
2674                         {
2675                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2676                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2677                         }
2678                 }
2679 #endif
2680                 break;
2681         case RENDERPATH_D3D10:
2682                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2683                 break;
2684         case RENDERPATH_D3D11:
2685                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2686                 break;
2687         case RENDERPATH_GL20:
2688         case RENDERPATH_GLES2:
2689                 if (!vid.useinterleavedarrays)
2690                 {
2691                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2699                 }
2700                 else
2701                 {
2702                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2704                 }
2705                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707                 if (mode == SHADERMODE_LIGHTSOURCE)
2708                 {
2709                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2715         
2716                         // additive passes are only darkened by fog, not tinted
2717                         if (r_glsl_permutation->loc_FogColor >= 0)
2718                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2720                 }
2721                 else
2722                 {
2723                         if (mode == SHADERMODE_FLATCOLOR)
2724                         {
2725                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2726                         }
2727                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2728                         {
2729                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2730                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2731                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2732                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2735                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2736                         }
2737                         else
2738                         {
2739                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2740                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2741                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2742                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2744                         }
2745                         // additive passes are only darkened by fog, not tinted
2746                         if (r_glsl_permutation->loc_FogColor >= 0)
2747                         {
2748                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2750                                 else
2751                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2752                         }
2753                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2754                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2757                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2761                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2762                 }
2763                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2767                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2768
2769                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2773                 {
2774                         if (rsurface.texture->pantstexture)
2775                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2776                         else
2777                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2778                 }
2779                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2780                 {
2781                         if (rsurface.texture->shirttexture)
2782                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2783                         else
2784                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2785                 }
2786                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2787                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2795                         );
2796                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2798                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2799                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2801                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2802
2803                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2804                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2805                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2806                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2807                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2808                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2809                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2810                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2811                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2812                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2813                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2814                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2815                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2816                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2817                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2818                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2819                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2820                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2823                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2824                 {
2825                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2826                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2827                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2828                 }
2829                 else
2830                 {
2831                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2832                 }
2833                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2834                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2835                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2836                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2837                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2838                 {
2839                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2840                         if (rsurface.rtlight)
2841                         {
2842                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2843                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2844                         }
2845                 }
2846                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2847                 CHECKGLERROR
2848                 break;
2849         case RENDERPATH_GL11:
2850         case RENDERPATH_GL13:
2851         case RENDERPATH_GLES1:
2852                 break;
2853         case RENDERPATH_SOFT:
2854                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856                 R_SetupShader_SetPermutationSoft(mode, permutation);
2857                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858                 if (mode == SHADERMODE_LIGHTSOURCE)
2859                 {
2860                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2866         
2867                         // additive passes are only darkened by fog, not tinted
2868                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2870                 }
2871                 else
2872                 {
2873                         if (mode == SHADERMODE_FLATCOLOR)
2874                         {
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2876                         }
2877                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2878                         {
2879                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2880                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2882                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2885                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2886                         }
2887                         else
2888                         {
2889                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2892                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2894                         }
2895                         // additive passes are only darkened by fog, not tinted
2896                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2898                         else
2899                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2901                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2904                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2909                 }
2910                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2915
2916                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2920                 {
2921                         if (rsurface.texture->pantstexture)
2922                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2923                         else
2924                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2925                 }
2926                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2927                 {
2928                         if (rsurface.texture->shirttexture)
2929                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2930                         else
2931                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2932                 }
2933                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2942                         );
2943                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2945                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2947
2948                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2949                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2950                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2951                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2952                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2953                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2954                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2955                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2956                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2957                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2958                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2959                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2961                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2962                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2965                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2966                 {
2967                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2970                 }
2971                 else
2972                 {
2973                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2974                 }
2975 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2976 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2977                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2978                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2979                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2980                 {
2981                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982                         if (rsurface.rtlight)
2983                         {
2984                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2985                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2986                         }
2987                 }
2988                 break;
2989         }
2990 }
2991
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2993 {
2994         // select a permutation of the lighting shader appropriate to this
2995         // combination of texture, entity, light source, and fogging, only use the
2996         // minimum features necessary to avoid wasting rendering time in the
2997         // fragment shader on features that are not being used
2998         unsigned int permutation = 0;
2999         unsigned int mode = 0;
3000         const float *lightcolorbase = rtlight->currentcolor;
3001         float ambientscale = rtlight->ambientscale;
3002         float diffusescale = rtlight->diffusescale;
3003         float specularscale = rtlight->specularscale;
3004         // this is the location of the light in view space
3005         vec3_t viewlightorigin;
3006         // this transforms from view space (camera) to light space (cubemap)
3007         matrix4x4_t viewtolight;
3008         matrix4x4_t lighttoview;
3009         float viewtolight16f[16];
3010         float range = 1.0f / r_shadow_deferred_8bitrange.value;
3011         // light source
3012         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013         if (rtlight->currentcubemap != r_texture_whitecube)
3014                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015         if (diffusescale > 0)
3016                 permutation |= SHADERPERMUTATION_DIFFUSE;
3017         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019         if (r_shadow_usingshadowmap2d)
3020         {
3021                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022                 if (r_shadow_shadowmapvsdct)
3023                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3024
3025                 if (r_shadow_shadowmapsampler)
3026                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027                 if (r_shadow_shadowmappcf > 1)
3028                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029                 else if (r_shadow_shadowmappcf)
3030                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3031         }
3032         if (vid.allowalphatocoverage)
3033                 GL_AlphaToCoverage(false);
3034         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038         switch(vid.renderpath)
3039         {
3040         case RENDERPATH_D3D9:
3041 #ifdef SUPPORTD3D
3042                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3046                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3047                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3051                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3053
3054                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3055                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3056                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3057                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3058                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3059                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3060 #endif
3061                 break;
3062         case RENDERPATH_D3D10:
3063                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3064                 break;
3065         case RENDERPATH_D3D11:
3066                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3067                 break;
3068         case RENDERPATH_GL20:
3069         case RENDERPATH_GLES2:
3070                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3073                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3074                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3075                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3079                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3080                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3081
3082                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3083                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3084                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3085                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3086                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3087                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3088                 break;
3089         case RENDERPATH_GL11:
3090         case RENDERPATH_GL13:
3091         case RENDERPATH_GLES1:
3092                 break;
3093         case RENDERPATH_SOFT:
3094                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3097                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3098                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3099                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3105
3106                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3107                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3108                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3109                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3110                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3111                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3112                 break;
3113         }
3114 }
3115
3116 #define SKINFRAME_HASH 1024
3117
3118 typedef struct
3119 {
3120         int loadsequence; // incremented each level change
3121         memexpandablearray_t array;
3122         skinframe_t *hash[SKINFRAME_HASH];
3123 }
3124 r_skinframe_t;
3125 r_skinframe_t r_skinframe;
3126
3127 void R_SkinFrame_PrepareForPurge(void)
3128 {
3129         r_skinframe.loadsequence++;
3130         // wrap it without hitting zero
3131         if (r_skinframe.loadsequence >= 200)
3132                 r_skinframe.loadsequence = 1;
3133 }
3134
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3136 {
3137         if (!skinframe)
3138                 return;
3139         // mark the skinframe as used for the purging code
3140         skinframe->loadsequence = r_skinframe.loadsequence;
3141 }
3142
3143 void R_SkinFrame_Purge(void)
3144 {
3145         int i;
3146         skinframe_t *s;
3147         for (i = 0;i < SKINFRAME_HASH;i++)
3148         {
3149                 for (s = r_skinframe.hash[i];s;s = s->next)
3150                 {
3151                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3152                         {
3153                                 if (s->merged == s->base)
3154                                         s->merged = NULL;
3155                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3157                                 R_PurgeTexture(s->merged);s->merged = NULL;
3158                                 R_PurgeTexture(s->base  );s->base   = NULL;
3159                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3160                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3161                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3162                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3163                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3164                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3165                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166                                 s->loadsequence = 0;
3167                         }
3168                 }
3169         }
3170 }
3171
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3173         skinframe_t *item;
3174         char basename[MAX_QPATH];
3175
3176         Image_StripImageExtension(name, basename, sizeof(basename));
3177
3178         if( last == NULL ) {
3179                 int hashindex;
3180                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181                 item = r_skinframe.hash[hashindex];
3182         } else {
3183                 item = last->next;
3184         }
3185
3186         // linearly search through the hash bucket
3187         for( ; item ; item = item->next ) {
3188                 if( !strcmp( item->basename, basename ) ) {
3189                         return item;
3190                 }
3191         }
3192         return NULL;
3193 }
3194
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3196 {
3197         skinframe_t *item;
3198         int hashindex;
3199         char basename[MAX_QPATH];
3200
3201         Image_StripImageExtension(name, basename, sizeof(basename));
3202
3203         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3206                         break;
3207
3208         if (!item) {
3209                 rtexture_t *dyntexture;
3210                 // check whether its a dynamic texture
3211                 dyntexture = CL_GetDynTexture( basename );
3212                 if (!add && !dyntexture)
3213                         return NULL;
3214                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215                 memset(item, 0, sizeof(*item));
3216                 strlcpy(item->basename, basename, sizeof(item->basename));
3217                 item->base = dyntexture; // either NULL or dyntexture handle
3218                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219                 item->comparewidth = comparewidth;
3220                 item->compareheight = compareheight;
3221                 item->comparecrc = comparecrc;
3222                 item->next = r_skinframe.hash[hashindex];
3223                 r_skinframe.hash[hashindex] = item;
3224         }
3225         else if (textureflags & TEXF_FORCE_RELOAD)
3226         {
3227                 rtexture_t *dyntexture;
3228                 // check whether its a dynamic texture
3229                 dyntexture = CL_GetDynTexture( basename );
3230                 if (!add && !dyntexture)
3231                         return NULL;
3232                 if (item->merged == item->base)
3233                         item->merged = NULL;
3234                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235                 R_PurgeTexture(item->stain );item->stain  = NULL;
3236                 R_PurgeTexture(item->merged);item->merged = NULL;
3237                 R_PurgeTexture(item->base  );item->base   = NULL;
3238                 R_PurgeTexture(item->pants );item->pants  = NULL;
3239                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3240                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3241                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3242                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3243                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3244         R_PurgeTexture(item->reflect);item->reflect = NULL;
3245                 item->loadsequence = 0;
3246         }
3247         else if( item->base == NULL )
3248         {
3249                 rtexture_t *dyntexture;
3250                 // check whether its a dynamic texture
3251                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3252                 dyntexture = CL_GetDynTexture( basename );
3253                 item->base = dyntexture; // either NULL or dyntexture handle
3254         }
3255
3256         R_SkinFrame_MarkUsed(item);
3257         return item;
3258 }
3259
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3261         { \
3262                 unsigned long long avgcolor[5], wsum; \
3263                 int pix, comp, w; \
3264                 avgcolor[0] = 0; \
3265                 avgcolor[1] = 0; \
3266                 avgcolor[2] = 0; \
3267                 avgcolor[3] = 0; \
3268                 avgcolor[4] = 0; \
3269                 wsum = 0; \
3270                 for(pix = 0; pix < cnt; ++pix) \
3271                 { \
3272                         w = 0; \
3273                         for(comp = 0; comp < 3; ++comp) \
3274                                 w += getpixel; \
3275                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3276                         { \
3277                                 ++wsum; \
3278                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3279                                 w = getpixel; \
3280                                 for(comp = 0; comp < 3; ++comp) \
3281                                         avgcolor[comp] += getpixel * w; \
3282                                 avgcolor[3] += w; \
3283                         } \
3284                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285                         avgcolor[4] += getpixel; \
3286                 } \
3287                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3288                         avgcolor[3] = 1; \
3289                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3293         }
3294
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3297 {
3298         int j;
3299         unsigned char *pixels;
3300         unsigned char *bumppixels;
3301         unsigned char *basepixels = NULL;
3302         int basepixels_width = 0;
3303         int basepixels_height = 0;
3304         skinframe_t *skinframe;
3305         rtexture_t *ddsbase = NULL;
3306         qboolean ddshasalpha = false;
3307         float ddsavgcolor[4];
3308         char basename[MAX_QPATH];
3309         int miplevel = R_PicmipForFlags(textureflags);
3310         int savemiplevel = miplevel;
3311         int mymiplevel;
3312
3313         if (cls.state == ca_dedicated)
3314                 return NULL;
3315
3316         // return an existing skinframe if already loaded
3317         // if loading of the first image fails, don't make a new skinframe as it
3318         // would cause all future lookups of this to be missing
3319         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320         if (skinframe && skinframe->base)
3321                 return skinframe;
3322
3323         Image_StripImageExtension(name, basename, sizeof(basename));
3324
3325         // check for DDS texture file first
3326         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3327         {
3328                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329                 if (basepixels == NULL)
3330                         return NULL;
3331         }
3332
3333         // FIXME handle miplevel
3334
3335         if (developer_loading.integer)
3336                 Con_Printf("loading skin \"%s\"\n", name);
3337
3338         // we've got some pixels to store, so really allocate this new texture now
3339         if (!skinframe)
3340                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341         textureflags &= ~TEXF_FORCE_RELOAD;
3342         skinframe->stain = NULL;
3343         skinframe->merged = NULL;
3344         skinframe->base = NULL;
3345         skinframe->pants = NULL;
3346         skinframe->shirt = NULL;
3347         skinframe->nmap = NULL;
3348         skinframe->gloss = NULL;
3349         skinframe->glow = NULL;
3350         skinframe->fog = NULL;
3351         skinframe->reflect = NULL;
3352         skinframe->hasalpha = false;
3353
3354         if (ddsbase)
3355         {
3356                 skinframe->base = ddsbase;
3357                 skinframe->hasalpha = ddshasalpha;
3358                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359                 if (r_loadfog && skinframe->hasalpha)
3360                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3362         }
3363         else
3364         {
3365                 basepixels_width = image_width;
3366                 basepixels_height = image_height;
3367                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3368                 if (textureflags & TEXF_ALPHA)
3369                 {
3370                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3371                         {
3372                                 if (basepixels[j] < 255)
3373                                 {
3374                                         skinframe->hasalpha = true;
3375                                         break;
3376                                 }
3377                         }
3378                         if (r_loadfog && skinframe->hasalpha)
3379                         {
3380                                 // has transparent pixels
3381                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3383                                 {
3384                                         pixels[j+0] = 255;
3385                                         pixels[j+1] = 255;
3386                                         pixels[j+2] = 255;
3387                                         pixels[j+3] = basepixels[j+3];
3388                                 }
3389                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3390                                 Mem_Free(pixels);
3391                         }
3392                 }
3393                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3394 #ifndef USE_GLES2
3395                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3400 #endif
3401         }
3402
3403         if (r_loaddds)
3404         {
3405                 mymiplevel = savemiplevel;
3406                 if (r_loadnormalmap)
3407                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3409                 if (r_loadgloss)
3410                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3414         }
3415
3416         // _norm is the name used by tenebrae and has been adopted as standard
3417         if (r_loadnormalmap && skinframe->nmap == NULL)
3418         {
3419                 mymiplevel = savemiplevel;
3420                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3421                 {
3422                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3423                         Mem_Free(pixels);
3424                         pixels = NULL;
3425                 }
3426                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3427                 {
3428                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3431                         Mem_Free(pixels);
3432                         Mem_Free(bumppixels);
3433                 }
3434                 else if (r_shadow_bumpscale_basetexture.value > 0)
3435                 {
3436                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3439                         Mem_Free(pixels);
3440                 }
3441 #ifndef USE_GLES2
3442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 #endif
3445         }
3446
3447         // _luma is supported only for tenebrae compatibility
3448         // _glow is the preferred name
3449         mymiplevel = savemiplevel;
3450         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3451         {
3452                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3453 #ifndef USE_GLES2
3454                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3456 #endif
3457                 Mem_Free(pixels);pixels = NULL;
3458         }
3459
3460         mymiplevel = savemiplevel;
3461         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3462         {
3463                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3464 #ifndef USE_GLES2
3465                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3467 #endif
3468                 Mem_Free(pixels);
3469                 pixels = NULL;
3470         }
3471
3472         mymiplevel = savemiplevel;
3473         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3474         {
3475                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3476 #ifndef USE_GLES2
3477                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3479 #endif
3480                 Mem_Free(pixels);
3481                 pixels = NULL;
3482         }
3483
3484         mymiplevel = savemiplevel;
3485         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3486         {
3487                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3488 #ifndef USE_GLES2
3489                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3491 #endif
3492                 Mem_Free(pixels);
3493                 pixels = NULL;
3494         }
3495
3496         mymiplevel = savemiplevel;
3497         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3498         {
3499                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3500 #ifndef USE_GLES2
3501                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3503 #endif
3504                 Mem_Free(pixels);
3505                 pixels = NULL;
3506         }
3507
3508         if (basepixels)
3509                 Mem_Free(basepixels);
3510
3511         return skinframe;
3512 }
3513
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3516 {
3517         int i;
3518         unsigned char *temp1, *temp2;
3519         skinframe_t *skinframe;
3520
3521         if (cls.state == ca_dedicated)
3522                 return NULL;
3523
3524         // if already loaded just return it, otherwise make a new skinframe
3525         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526         if (skinframe && skinframe->base)
3527                 return skinframe;
3528         textureflags &= ~TEXF_FORCE_RELOAD;
3529
3530         skinframe->stain = NULL;
3531         skinframe->merged = NULL;
3532         skinframe->base = NULL;
3533         skinframe->pants = NULL;
3534         skinframe->shirt = NULL;
3535         skinframe->nmap = NULL;
3536         skinframe->gloss = NULL;
3537         skinframe->glow = NULL;
3538         skinframe->fog = NULL;
3539         skinframe->reflect = NULL;
3540         skinframe->hasalpha = false;
3541
3542         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3543         if (!skindata)
3544                 return NULL;
3545
3546         if (developer_loading.integer)
3547                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3548
3549         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3550         {
3551                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552                 temp2 = temp1 + width * height * 4;
3553                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3555                 Mem_Free(temp1);
3556         }
3557         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558         if (textureflags & TEXF_ALPHA)
3559         {
3560                 for (i = 3;i < width * height * 4;i += 4)
3561                 {
3562                         if (skindata[i] < 255)
3563                         {
3564                                 skinframe->hasalpha = true;
3565                                 break;
3566                         }
3567                 }
3568                 if (r_loadfog && skinframe->hasalpha)
3569                 {
3570                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571                         memcpy(fogpixels, skindata, width * height * 4);
3572                         for (i = 0;i < width * height * 4;i += 4)
3573                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575                         Mem_Free(fogpixels);
3576                 }
3577         }
3578
3579         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3581
3582         return skinframe;
3583 }
3584
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3586 {
3587         int i;
3588         int featuresmask;
3589         skinframe_t *skinframe;
3590
3591         if (cls.state == ca_dedicated)
3592                 return NULL;
3593
3594         // if already loaded just return it, otherwise make a new skinframe
3595         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596         if (skinframe && skinframe->base)
3597                 return skinframe;
3598         textureflags &= ~TEXF_FORCE_RELOAD;
3599
3600         skinframe->stain = NULL;
3601         skinframe->merged = NULL;
3602         skinframe->base = NULL;
3603         skinframe->pants = NULL;
3604         skinframe->shirt = NULL;
3605         skinframe->nmap = NULL;
3606         skinframe->gloss = NULL;
3607         skinframe->glow = NULL;
3608         skinframe->fog = NULL;
3609         skinframe->reflect = NULL;
3610         skinframe->hasalpha = false;
3611
3612         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3613         if (!skindata)
3614                 return NULL;
3615
3616         if (developer_loading.integer)
3617                 Con_Printf("loading quake skin \"%s\"\n", name);
3618
3619         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3620         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621         memcpy(skinframe->qpixels, skindata, width*height);
3622         skinframe->qwidth = width;
3623         skinframe->qheight = height;
3624
3625         featuresmask = 0;
3626         for (i = 0;i < width * height;i++)
3627                 featuresmask |= palette_featureflags[skindata[i]];
3628
3629         skinframe->hasalpha = false;
3630         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632         skinframe->qgeneratemerged = true;
3633         skinframe->qgeneratebase = skinframe->qhascolormapping;
3634         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3635
3636         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3638
3639         return skinframe;
3640 }
3641
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3643 {
3644         int width;
3645         int height;
3646         unsigned char *skindata;
3647
3648         if (!skinframe->qpixels)
3649                 return;
3650
3651         if (!skinframe->qhascolormapping)
3652                 colormapped = false;
3653
3654         if (colormapped)
3655         {
3656                 if (!skinframe->qgeneratebase)
3657                         return;
3658         }
3659         else
3660         {
3661                 if (!skinframe->qgeneratemerged)
3662                         return;
3663         }
3664
3665         width = skinframe->qwidth;
3666         height = skinframe->qheight;
3667         skindata = skinframe->qpixels;
3668
3669         if (skinframe->qgeneratenmap)
3670         {
3671                 unsigned char *temp1, *temp2;
3672                 skinframe->qgeneratenmap = false;
3673                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674                 temp2 = temp1 + width * height * 4;
3675                 // use either a custom palette or the quake palette
3676                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3679                 Mem_Free(temp1);
3680         }
3681
3682         if (skinframe->qgenerateglow)
3683         {
3684                 skinframe->qgenerateglow = false;
3685                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3686         }
3687
3688         if (colormapped)
3689         {
3690                 skinframe->qgeneratebase = false;
3691                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3692                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3694         }
3695         else
3696         {
3697                 skinframe->qgeneratemerged = false;
3698                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3699         }
3700
3701         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3702         {
3703                 Mem_Free(skinframe->qpixels);
3704                 skinframe->qpixels = NULL;
3705         }
3706 }
3707
3708 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3709 {
3710         int i;
3711         skinframe_t *skinframe;
3712
3713         if (cls.state == ca_dedicated)
3714                 return NULL;
3715
3716         // if already loaded just return it, otherwise make a new skinframe
3717         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718         if (skinframe && skinframe->base)
3719                 return skinframe;
3720         textureflags &= ~TEXF_FORCE_RELOAD;
3721
3722         skinframe->stain = NULL;
3723         skinframe->merged = NULL;
3724         skinframe->base = NULL;
3725         skinframe->pants = NULL;
3726         skinframe->shirt = NULL;
3727         skinframe->nmap = NULL;
3728         skinframe->gloss = NULL;
3729         skinframe->glow = NULL;
3730         skinframe->fog = NULL;
3731         skinframe->reflect = NULL;
3732         skinframe->hasalpha = false;
3733
3734         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3735         if (!skindata)
3736                 return NULL;
3737
3738         if (developer_loading.integer)
3739                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3740
3741         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742         if (textureflags & TEXF_ALPHA)
3743         {
3744                 for (i = 0;i < width * height;i++)
3745                 {
3746                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3747                         {
3748                                 skinframe->hasalpha = true;
3749                                 break;
3750                         }
3751                 }
3752                 if (r_loadfog && skinframe->hasalpha)
3753                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3754         }
3755
3756         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3758
3759         return skinframe;
3760 }
3761
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3763 {
3764         skinframe_t *skinframe;
3765
3766         if (cls.state == ca_dedicated)
3767                 return NULL;
3768
3769         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770         skinframe->stain = NULL;
3771         skinframe->merged = NULL;
3772         skinframe->base = NULL;
3773         skinframe->pants = NULL;
3774         skinframe->shirt = NULL;
3775         skinframe->nmap = NULL;
3776         skinframe->gloss = NULL;
3777         skinframe->glow = NULL;
3778         skinframe->fog = NULL;
3779         skinframe->reflect = NULL;
3780         skinframe->hasalpha = false;
3781
3782         skinframe->avgcolor[0] = rand() / RAND_MAX;
3783         skinframe->avgcolor[1] = rand() / RAND_MAX;
3784         skinframe->avgcolor[2] = rand() / RAND_MAX;
3785         skinframe->avgcolor[3] = 1;
3786
3787         return skinframe;
3788 }
3789
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3792 {
3793         const char *suffix;
3794         qboolean flipx, flipy, flipdiagonal;
3795 }
3796 suffixinfo_t;
3797 static suffixinfo_t suffix[3][6] =
3798 {
3799         {
3800                 {"px",   false, false, false},
3801                 {"nx",   false, false, false},
3802                 {"py",   false, false, false},
3803                 {"ny",   false, false, false},
3804                 {"pz",   false, false, false},
3805                 {"nz",   false, false, false}
3806         },
3807         {
3808                 {"posx", false, false, false},
3809                 {"negx", false, false, false},
3810                 {"posy", false, false, false},
3811                 {"negy", false, false, false},
3812                 {"posz", false, false, false},
3813                 {"negz", false, false, false}
3814         },
3815         {
3816                 {"rt",    true, false,  true},
3817                 {"lf",   false,  true,  true},
3818                 {"ft",    true,  true, false},
3819                 {"bk",   false, false, false},
3820                 {"up",    true, false,  true},
3821                 {"dn",    true, false,  true}
3822         }
3823 };
3824
3825 static int componentorder[4] = {0, 1, 2, 3};
3826
3827 rtexture_t *R_LoadCubemap(const char *basename)
3828 {
3829         int i, j, cubemapsize;
3830         unsigned char *cubemappixels, *image_buffer;
3831         rtexture_t *cubemaptexture;
3832         char name[256];
3833         // must start 0 so the first loadimagepixels has no requested width/height
3834         cubemapsize = 0;
3835         cubemappixels = NULL;
3836         cubemaptexture = NULL;
3837         // keep trying different suffix groups (posx, px, rt) until one loads
3838         for (j = 0;j < 3 && !cubemappixels;j++)
3839         {
3840                 // load the 6 images in the suffix group
3841                 for (i = 0;i < 6;i++)
3842                 {
3843                         // generate an image name based on the base and and suffix
3844                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3845                         // load it
3846                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3847                         {
3848                                 // an image loaded, make sure width and height are equal
3849                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3850                                 {
3851                                         // if this is the first image to load successfully, allocate the cubemap memory
3852                                         if (!cubemappixels && image_width >= 1)
3853                                         {
3854                                                 cubemapsize = image_width;
3855                                                 // note this clears to black, so unavailable sides are black
3856                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3857                                         }
3858                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3859                                         if (cubemappixels)
3860                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3861                                 }
3862                                 else
3863                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3864                                 // free the image
3865                                 Mem_Free(image_buffer);
3866                         }
3867                 }
3868         }
3869         // if a cubemap loaded, upload it
3870         if (cubemappixels)
3871         {
3872                 if (developer_loading.integer)
3873                         Con_Printf("loading cubemap \"%s\"\n", basename);
3874
3875                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3876                 Mem_Free(cubemappixels);
3877         }
3878         else
3879         {
3880                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881                 if (developer_loading.integer)
3882                 {
3883                         Con_Printf("(tried tried images ");
3884                         for (j = 0;j < 3;j++)
3885                                 for (i = 0;i < 6;i++)
3886                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887                         Con_Print(" and was unable to find any of them).\n");
3888                 }
3889         }
3890         return cubemaptexture;
3891 }
3892
3893 rtexture_t *R_GetCubemap(const char *basename)
3894 {
3895         int i;
3896         for (i = 0;i < r_texture_numcubemaps;i++)
3897                 if (r_texture_cubemaps[i] != NULL)
3898                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901                 return r_texture_whitecube;
3902         r_texture_numcubemaps++;
3903         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906         return r_texture_cubemaps[i]->texture;
3907 }
3908
3909 void R_FreeCubemap(const char *basename)
3910 {
3911         int i;
3912
3913         for (i = 0;i < r_texture_numcubemaps;i++)
3914         {
3915                 if (r_texture_cubemaps[i] != NULL)
3916                 {
3917                         if (r_texture_cubemaps[i]->texture)
3918                         {
3919                                 if (developer_loading.integer)
3920                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922                                 Mem_Free(r_texture_cubemaps[i]);
3923                                 r_texture_cubemaps[i] = NULL;
3924                         }
3925                 }
3926         }
3927 }
3928
3929 void R_FreeCubemaps(void)
3930 {
3931         int i;
3932         for (i = 0;i < r_texture_numcubemaps;i++)
3933         {
3934                 if (developer_loading.integer)
3935                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936                 if (r_texture_cubemaps[i] != NULL)
3937                 {
3938                         if (r_texture_cubemaps[i]->texture)
3939                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940                         Mem_Free(r_texture_cubemaps[i]);
3941                 }
3942         }
3943         r_texture_numcubemaps = 0;
3944 }
3945
3946 void R_Main_FreeViewCache(void)
3947 {
3948         if (r_refdef.viewcache.entityvisible)
3949                 Mem_Free(r_refdef.viewcache.entityvisible);
3950         if (r_refdef.viewcache.world_pvsbits)
3951                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952         if (r_refdef.viewcache.world_leafvisible)
3953                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954         if (r_refdef.viewcache.world_surfacevisible)
3955                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3957 }
3958
3959 void R_Main_ResizeViewCache(void)
3960 {
3961         int numentities = r_refdef.scene.numentities;
3962         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966         if (r_refdef.viewcache.maxentities < numentities)
3967         {
3968                 r_refdef.viewcache.maxentities = numentities;
3969                 if (r_refdef.viewcache.entityvisible)
3970                         Mem_Free(r_refdef.viewcache.entityvisible);
3971                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3972         }
3973         if (r_refdef.viewcache.world_numclusters != numclusters)
3974         {
3975                 r_refdef.viewcache.world_numclusters = numclusters;
3976                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977                 if (r_refdef.viewcache.world_pvsbits)
3978                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3979                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3980         }
3981         if (r_refdef.viewcache.world_numleafs != numleafs)
3982         {
3983                 r_refdef.viewcache.world_numleafs = numleafs;
3984                 if (r_refdef.viewcache.world_leafvisible)
3985                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3986                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3987         }
3988         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3989         {
3990                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991                 if (r_refdef.viewcache.world_surfacevisible)
3992                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3994         }
3995 }
3996
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
3999 {
4000         loadingscreentexture = NULL;
4001         r_texture_blanknormalmap = NULL;
4002         r_texture_white = NULL;
4003         r_texture_grey128 = NULL;
4004         r_texture_black = NULL;
4005         r_texture_whitecube = NULL;
4006         r_texture_normalizationcube = NULL;
4007         r_texture_fogattenuation = NULL;
4008         r_texture_fogheighttexture = NULL;
4009         r_texture_gammaramps = NULL;
4010         r_texture_numcubemaps = 0;
4011
4012         r_loaddds = r_texture_dds_load.integer != 0;
4013         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4014
4015         switch(vid.renderpath)
4016         {
4017         case RENDERPATH_GL20:
4018         case RENDERPATH_D3D9:
4019         case RENDERPATH_D3D10:
4020         case RENDERPATH_D3D11:
4021         case RENDERPATH_SOFT:
4022         case RENDERPATH_GLES2:
4023                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024                 Cvar_SetValueQuick(&gl_combine, 1);
4025                 Cvar_SetValueQuick(&r_glsl, 1);
4026                 r_loadnormalmap = true;
4027                 r_loadgloss = true;
4028                 r_loadfog = false;
4029                 break;
4030         case RENDERPATH_GL13:
4031         case RENDERPATH_GLES1:
4032                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033                 Cvar_SetValueQuick(&gl_combine, 1);
4034                 Cvar_SetValueQuick(&r_glsl, 0);
4035                 r_loadnormalmap = false;
4036                 r_loadgloss = false;
4037                 r_loadfog = true;
4038                 break;
4039         case RENDERPATH_GL11:
4040                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041                 Cvar_SetValueQuick(&gl_combine, 0);
4042                 Cvar_SetValueQuick(&r_glsl, 0);
4043                 r_loadnormalmap = false;
4044                 r_loadgloss = false;
4045                 r_loadfog = true;
4046                 break;
4047         }
4048
4049         R_AnimCache_Free();
4050         R_FrameData_Reset();
4051
4052         r_numqueries = 0;
4053         r_maxqueries = 0;
4054         memset(r_queries, 0, sizeof(r_queries));
4055
4056         r_qwskincache = NULL;
4057         r_qwskincache_size = 0;
4058
4059         // due to caching of texture_t references, the collision cache must be reset
4060         Collision_Cache_Reset(true);
4061
4062         // set up r_skinframe loading system for textures
4063         memset(&r_skinframe, 0, sizeof(r_skinframe));
4064         r_skinframe.loadsequence = 1;
4065         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4066
4067         r_main_texturepool = R_AllocTexturePool();
4068         R_BuildBlankTextures();
4069         R_BuildNoTexture();
4070         if (vid.support.arb_texture_cube_map)
4071         {
4072                 R_BuildWhiteCube();
4073                 R_BuildNormalizationCube();
4074         }
4075         r_texture_fogattenuation = NULL;
4076         r_texture_fogheighttexture = NULL;
4077         r_texture_gammaramps = NULL;
4078         //r_texture_fogintensity = NULL;
4079         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080         memset(&r_waterstate, 0, sizeof(r_waterstate));
4081         r_glsl_permutation = NULL;
4082         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084         glslshaderstring = NULL;
4085 #ifdef SUPPORTD3D
4086         r_hlsl_permutation = NULL;
4087         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4089 #endif
4090         hlslshaderstring = NULL;
4091         memset(&r_svbsp, 0, sizeof (r_svbsp));
4092
4093         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094         r_texture_numcubemaps = 0;
4095
4096         r_refdef.fogmasktable_density = 0;
4097 }
4098
4099 void gl_main_shutdown(void)
4100 {
4101         R_AnimCache_Free();
4102         R_FrameData_Reset();
4103
4104         R_Main_FreeViewCache();
4105
4106         switch(vid.renderpath)
4107         {
4108         case RENDERPATH_GL11:
4109         case RENDERPATH_GL13:
4110         case RENDERPATH_GL20:
4111         case RENDERPATH_GLES1:
4112         case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4114                 if (r_maxqueries)
4115                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4116 #endif
4117                 break;
4118         case RENDERPATH_D3D9:
4119                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4120                 break;
4121         case RENDERPATH_D3D10:
4122                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4123                 break;
4124         case RENDERPATH_D3D11:
4125                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4126                 break;
4127         case RENDERPATH_SOFT:
4128                 break;
4129         }
4130
4131         r_numqueries = 0;
4132         r_maxqueries = 0;
4133         memset(r_queries, 0, sizeof(r_queries));
4134
4135         r_qwskincache = NULL;
4136         r_qwskincache_size = 0;
4137
4138         // clear out the r_skinframe state
4139         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140         memset(&r_skinframe, 0, sizeof(r_skinframe));
4141
4142         if (r_svbsp.nodes)
4143                 Mem_Free(r_svbsp.nodes);
4144         memset(&r_svbsp, 0, sizeof (r_svbsp));
4145         R_FreeTexturePool(&r_main_texturepool);
4146         loadingscreentexture = NULL;
4147         r_texture_blanknormalmap = NULL;
4148         r_texture_white = NULL;
4149         r_texture_grey128 = NULL;
4150         r_texture_black = NULL;
4151         r_texture_whitecube = NULL;
4152         r_texture_normalizationcube = NULL;
4153         r_texture_fogattenuation = NULL;
4154         r_texture_fogheighttexture = NULL;
4155         r_texture_gammaramps = NULL;
4156         r_texture_numcubemaps = 0;
4157         //r_texture_fogintensity = NULL;
4158         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159         memset(&r_waterstate, 0, sizeof(r_waterstate));
4160         R_GLSL_Restart_f();
4161
4162         r_glsl_permutation = NULL;
4163         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165         glslshaderstring = NULL;
4166 #ifdef SUPPORTD3D
4167         r_hlsl_permutation = NULL;
4168         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4170 #endif
4171         hlslshaderstring = NULL;
4172 }
4173
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4176 {
4177         // FIXME: move this code to client
4178         char *entities, entname[MAX_QPATH];
4179         if (r_qwskincache)
4180                 Mem_Free(r_qwskincache);
4181         r_qwskincache = NULL;
4182         r_qwskincache_size = 0;
4183         if (cl.worldmodel)
4184         {
4185                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4187                 {
4188                         CL_ParseEntityLump(entities);
4189                         Mem_Free(entities);
4190                         return;
4191                 }
4192                 if (cl.worldmodel->brush.entities)
4193                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4194         }
4195         R_Main_FreeViewCache();
4196
4197         R_FrameData_Reset();
4198 }
4199
4200 void GL_Main_Init(void)
4201 {
4202         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4203
4204         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207         if (gamemode == GAME_NEHAHRA)
4208         {
4209                 Cvar_RegisterVariable (&gl_fogenable);
4210                 Cvar_RegisterVariable (&gl_fogdensity);
4211                 Cvar_RegisterVariable (&gl_fogred);
4212                 Cvar_RegisterVariable (&gl_foggreen);
4213                 Cvar_RegisterVariable (&gl_fogblue);
4214                 Cvar_RegisterVariable (&gl_fogstart);
4215                 Cvar_RegisterVariable (&gl_fogend);
4216                 Cvar_RegisterVariable (&gl_skyclip);
4217         }
4218         Cvar_RegisterVariable(&r_motionblur);
4219         Cvar_RegisterVariable(&r_damageblur);
4220         Cvar_RegisterVariable(&r_motionblur_averaging);
4221         Cvar_RegisterVariable(&r_motionblur_randomize);
4222         Cvar_RegisterVariable(&r_motionblur_minblur);
4223         Cvar_RegisterVariable(&r_motionblur_maxblur);
4224         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232         Cvar_RegisterVariable(&r_equalize_entities_by);
4233         Cvar_RegisterVariable(&r_equalize_entities_to);
4234         Cvar_RegisterVariable(&r_depthfirst);
4235         Cvar_RegisterVariable(&r_useinfinitefarclip);
4236         Cvar_RegisterVariable(&r_farclip_base);
4237         Cvar_RegisterVariable(&r_farclip_world);
4238         Cvar_RegisterVariable(&r_nearclip);
4239         Cvar_RegisterVariable(&r_deformvertexes);
4240         Cvar_RegisterVariable(&r_transparent);
4241         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242         Cvar_RegisterVariable(&r_showoverdraw);
4243         Cvar_RegisterVariable(&r_showbboxes);
4244         Cvar_RegisterVariable(&r_showsurfaces);
4245         Cvar_RegisterVariable(&r_showtris);
4246         Cvar_RegisterVariable(&r_shownormals);
4247         Cvar_RegisterVariable(&r_showlighting);
4248         Cvar_RegisterVariable(&r_showshadowvolumes);
4249         Cvar_RegisterVariable(&r_showcollisionbrushes);
4250         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252         Cvar_RegisterVariable(&r_showdisabledepthtest);
4253         Cvar_RegisterVariable(&r_drawportals);
4254         Cvar_RegisterVariable(&r_drawentities);
4255         Cvar_RegisterVariable(&r_draw2d);
4256         Cvar_RegisterVariable(&r_drawworld);
4257         Cvar_RegisterVariable(&r_cullentities_trace);
4258         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262         Cvar_RegisterVariable(&r_sortentities);
4263         Cvar_RegisterVariable(&r_drawviewmodel);
4264         Cvar_RegisterVariable(&r_drawexteriormodel);
4265         Cvar_RegisterVariable(&r_speeds);
4266         Cvar_RegisterVariable(&r_fullbrights);
4267         Cvar_RegisterVariable(&r_wateralpha);
4268         Cvar_RegisterVariable(&r_dynamic);
4269         Cvar_RegisterVariable(&r_fakelight);
4270         Cvar_RegisterVariable(&r_fakelight_intensity);
4271         Cvar_RegisterVariable(&r_fullbright);
4272         Cvar_RegisterVariable(&r_shadows);
4273         Cvar_RegisterVariable(&r_shadows_darken);
4274         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276         Cvar_RegisterVariable(&r_shadows_throwdistance);
4277         Cvar_RegisterVariable(&r_shadows_throwdirection);
4278         Cvar_RegisterVariable(&r_shadows_focus);
4279         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285         Cvar_RegisterVariable(&r_fog_exp2);
4286         Cvar_RegisterVariable(&r_fog_clear);
4287         Cvar_RegisterVariable(&r_drawfog);
4288         Cvar_RegisterVariable(&r_transparentdepthmasking);
4289         Cvar_RegisterVariable(&r_transparent_sortmindist);
4290         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292         Cvar_RegisterVariable(&r_texture_dds_load);
4293         Cvar_RegisterVariable(&r_texture_dds_save);
4294         Cvar_RegisterVariable(&r_textureunits);
4295         Cvar_RegisterVariable(&gl_combine);
4296         Cvar_RegisterVariable(&r_viewfbo);
4297         Cvar_RegisterVariable(&r_viewscale);
4298         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304         Cvar_RegisterVariable(&r_glsl);
4305         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314         Cvar_RegisterVariable(&r_glsl_postprocess);
4315         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4323
4324         Cvar_RegisterVariable(&r_water);
4325         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326         Cvar_RegisterVariable(&r_water_clippingplanebias);
4327         Cvar_RegisterVariable(&r_water_refractdistort);
4328         Cvar_RegisterVariable(&r_water_reflectdistort);
4329         Cvar_RegisterVariable(&r_water_scissormode);
4330         Cvar_RegisterVariable(&r_water_lowquality);
4331
4332         Cvar_RegisterVariable(&r_lerpsprites);
4333         Cvar_RegisterVariable(&r_lerpmodels);
4334         Cvar_RegisterVariable(&r_lerplightstyles);
4335         Cvar_RegisterVariable(&r_waterscroll);
4336         Cvar_RegisterVariable(&r_bloom);
4337         Cvar_RegisterVariable(&r_bloom_colorscale);
4338         Cvar_RegisterVariable(&r_bloom_brighten);
4339         Cvar_RegisterVariable(&r_bloom_blur);
4340         Cvar_RegisterVariable(&r_bloom_resolution);
4341         Cvar_RegisterVariable(&r_bloom_colorexponent);
4342         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343         Cvar_RegisterVariable(&r_hdr);
4344         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345         Cvar_RegisterVariable(&r_hdr_glowintensity);
4346         Cvar_RegisterVariable(&r_hdr_range);
4347         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355         Cvar_RegisterVariable(&developer_texturelogging);
4356         Cvar_RegisterVariable(&gl_lightmaps);
4357         Cvar_RegisterVariable(&r_test);
4358         Cvar_RegisterVariable(&r_glsl_saturation);
4359         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361         Cvar_RegisterVariable(&r_framedatasize);
4362         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363                 Cvar_SetValue("r_fullbrights", 0);
4364         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4365 }
4366
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4380
4381 void Render_Init(void)
4382 {
4383         gl_backend_init();
4384         R_Textures_Init();
4385         GL_Main_Init();
4386         Font_Init();
4387         GL_Draw_Init();
4388         R_Shadow_Init();
4389         R_Sky_Init();
4390         GL_Surf_Init();
4391         Sbar_Init();
4392         R_Particles_Init();
4393         R_Explosion_Init();
4394         R_LightningBeams_Init();
4395         Mod_RenderInit();
4396 }
4397
4398 /*
4399 ===============
4400 GL_Init
4401 ===============
4402 */
4403 #ifndef USE_GLES2
4404 extern char *ENGINE_EXTENSIONS;
4405 void GL_Init (void)
4406 {
4407         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409         gl_version = (const char *)qglGetString(GL_VERSION);
4410         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4411
4412         if (!gl_extensions)
4413                 gl_extensions = "";
4414         if (!gl_platformextensions)
4415                 gl_platformextensions = "";
4416
4417         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419         Con_Printf("GL_VERSION: %s\n", gl_version);
4420         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4422
4423         VID_CheckExtensions();
4424
4425         // LordHavoc: report supported extensions
4426         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4427
4428         // clear to black (loading plaque will be seen over this)
4429         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4430 }
4431 #endif
4432
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4434 {
4435         int i;
4436         mplane_t *p;
4437         if (r_trippy.integer)
4438                 return false;
4439         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4440         {
4441                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4442                 if (i == 4)
4443                         continue;
4444                 p = r_refdef.view.frustum + i;
4445                 switch(p->signbits)
4446                 {
4447                 default:
4448                 case 0:
4449                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4450                                 return true;
4451                         break;
4452                 case 1:
4453                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4454                                 return true;
4455                         break;
4456                 case 2:
4457                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4458                                 return true;
4459                         break;
4460                 case 3:
4461                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4462                                 return true;
4463                         break;
4464                 case 4:
4465                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4466                                 return true;
4467                         break;
4468                 case 5:
4469                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4470                                 return true;
4471                         break;
4472                 case 6:
4473                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4474                                 return true;
4475                         break;
4476                 case 7:
4477                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4478                                 return true;
4479                         break;
4480                 }
4481         }
4482         return false;
4483 }
4484
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4486 {
4487         int i;
4488         const mplane_t *p;
4489         if (r_trippy.integer)
4490                 return false;
4491         for (i = 0;i < numplanes;i++)
4492         {
4493                 p = planes + i;
4494                 switch(p->signbits)
4495                 {
4496                 default:
4497                 case 0:
4498                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4499                                 return true;
4500                         break;
4501                 case 1:
4502                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4503                                 return true;
4504                         break;
4505                 case 2:
4506                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4507                                 return true;
4508                         break;
4509                 case 3:
4510                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4511                                 return true;
4512                         break;
4513                 case 4:
4514                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4515                                 return true;
4516                         break;
4517                 case 5:
4518                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4519                                 return true;
4520                         break;
4521                 case 6:
4522                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4523                                 return true;
4524                         break;
4525                 case 7:
4526                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4527                                 return true;
4528                         break;
4529                 }
4530         }
4531         return false;
4532 }
4533
4534 //==================================================================================
4535
4536 // LordHavoc: this stores temporary data used within the same frame
4537
4538 typedef struct r_framedata_mem_s
4539 {
4540         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541         size_t size; // how much usable space
4542         size_t current; // how much space in use
4543         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544         size_t wantedsize; // how much space was allocated
4545         unsigned char *data; // start of real data (16byte aligned)
4546 }
4547 r_framedata_mem_t;
4548
4549 static r_framedata_mem_t *r_framedata_mem;
4550
4551 void R_FrameData_Reset(void)
4552 {
4553         while (r_framedata_mem)
4554         {
4555                 r_framedata_mem_t *next = r_framedata_mem->purge;
4556                 Mem_Free(r_framedata_mem);
4557                 r_framedata_mem = next;
4558         }
4559 }
4560
4561 void R_FrameData_Resize(void)
4562 {
4563         size_t wantedsize;
4564         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4567         {
4568                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569                 newmem->wantedsize = wantedsize;
4570                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572                 newmem->current = 0;
4573                 newmem->mark = 0;
4574                 newmem->purge = r_framedata_mem;
4575                 r_framedata_mem = newmem;
4576         }
4577 }
4578
4579 void R_FrameData_NewFrame(void)
4580 {
4581         R_FrameData_Resize();
4582         if (!r_framedata_mem)
4583                 return;
4584         // if we ran out of space on the last frame, free the old memory now
4585         while (r_framedata_mem->purge)
4586         {
4587                 // repeatedly remove the second item in the list, leaving only head
4588                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589                 Mem_Free(r_framedata_mem->purge);
4590                 r_framedata_mem->purge = next;
4591         }
4592         // reset the current mem pointer
4593         r_framedata_mem->current = 0;
4594         r_framedata_mem->mark = 0;
4595 }
4596
4597 void *R_FrameData_Alloc(size_t size)
4598 {
4599         void *data;
4600
4601         // align to 16 byte boundary - the data pointer is already aligned, so we
4602         // only need to ensure the size of every allocation is also aligned
4603         size = (size + 15) & ~15;
4604
4605         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4606         {
4607                 // emergency - we ran out of space, allocate more memory
4608                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609                 R_FrameData_Resize();
4610         }
4611
4612         data = r_framedata_mem->data + r_framedata_mem->current;
4613         r_framedata_mem->current += size;
4614
4615         // count the usage for stats
4616         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4618
4619         return (void *)data;
4620 }
4621
4622 void *R_FrameData_Store(size_t size, void *data)
4623 {
4624         void *d = R_FrameData_Alloc(size);
4625         if (d && data)
4626                 memcpy(d, data, size);
4627         return d;
4628 }
4629
4630 void R_FrameData_SetMark(void)
4631 {
4632         if (!r_framedata_mem)
4633                 return;
4634         r_framedata_mem->mark = r_framedata_mem->current;
4635 }
4636
4637 void R_FrameData_ReturnToMark(void)
4638 {
4639         if (!r_framedata_mem)
4640                 return;
4641         r_framedata_mem->current = r_framedata_mem->mark;
4642 }
4643
4644 //==================================================================================
4645
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4647
4648 /**
4649  * Animation cache prevents re-generating mesh data for an animated model
4650  * multiple times in one frame for lighting, shadowing, reflections, etc.
4651  */
4652
4653 void R_AnimCache_Free(void)
4654 {
4655 }
4656
4657 void R_AnimCache_ClearCache(void)
4658 {
4659         int i;
4660         entity_render_t *ent;
4661
4662         for (i = 0;i < r_refdef.scene.numentities;i++)
4663         {
4664                 ent = r_refdef.scene.entities[i];
4665                 ent->animcache_vertex3f = NULL;
4666                 ent->animcache_normal3f = NULL;
4667                 ent->animcache_svector3f = NULL;
4668                 ent->animcache_tvector3f = NULL;
4669                 ent->animcache_vertexmesh = NULL;
4670                 ent->animcache_vertex3fbuffer = NULL;
4671                 ent->animcache_vertexmeshbuffer = NULL;
4672         }
4673 }
4674
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4676 {
4677         int i;
4678
4679         // check if we need the meshbuffers
4680         if (!vid.useinterleavedarrays)
4681                 return;
4682
4683         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685         // TODO: upload vertex3f buffer?
4686         if (ent->animcache_vertexmesh)
4687         {
4688                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689                 for (i = 0;i < numvertices;i++)
4690                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691                 if (ent->animcache_svector3f)
4692                         for (i = 0;i < numvertices;i++)
4693                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694                 if (ent->animcache_tvector3f)
4695                         for (i = 0;i < numvertices;i++)
4696                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697                 if (ent->animcache_normal3f)
4698                         for (i = 0;i < numvertices;i++)
4699                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700                 // TODO: upload vertexmeshbuffer?
4701         }
4702 }
4703
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4705 {
4706         dp_model_t *model = ent->model;
4707         int numvertices;
4708         // see if it's already cached this frame
4709         if (ent->animcache_vertex3f)
4710         {
4711                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712                 if (wantnormals || wanttangents)
4713                 {
4714                         if (ent->animcache_normal3f)
4715                                 wantnormals = false;
4716                         if (ent->animcache_svector3f)
4717                                 wanttangents = false;
4718                         if (wantnormals || wanttangents)
4719                         {
4720                                 numvertices = model->surfmesh.num_vertices;
4721                                 if (wantnormals)
4722                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4723                                 if (wanttangents)
4724                                 {
4725                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727                                 }
4728                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4730                         }
4731                 }
4732         }
4733         else
4734         {
4735                 // see if this ent is worth caching
4736                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4737                         return false;
4738                 // get some memory for this entity and generate mesh data
4739                 numvertices = model->surfmesh.num_vertices;
4740                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4741                 if (wantnormals)
4742                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4743                 if (wanttangents)
4744                 {
4745                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4747                 }
4748                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4750         }
4751         return true;
4752 }
4753
4754 void R_AnimCache_CacheVisibleEntities(void)
4755 {
4756         int i;
4757         qboolean wantnormals = true;
4758         qboolean wanttangents = !r_showsurfaces.integer;
4759
4760         switch(vid.renderpath)
4761         {
4762         case RENDERPATH_GL20:
4763         case RENDERPATH_D3D9:
4764         case RENDERPATH_D3D10:
4765         case RENDERPATH_D3D11:
4766         case RENDERPATH_GLES2:
4767                 break;
4768         case RENDERPATH_GL11:
4769         case RENDERPATH_GL13:
4770         case RENDERPATH_GLES1:
4771                 wanttangents = false;
4772                 break;
4773         case RENDERPATH_SOFT:
4774                 break;
4775         }
4776
4777         if (r_shownormals.integer)
4778                 wanttangents = wantnormals = true;
4779
4780         // TODO: thread this
4781         // NOTE: R_PrepareRTLights() also caches entities
4782
4783         for (i = 0;i < r_refdef.scene.numentities;i++)
4784                 if (r_refdef.viewcache.entityvisible[i])
4785                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4786 }
4787
4788 //==================================================================================
4789
4790 extern cvar_t r_overheadsprites_pushback;
4791
4792 static void R_View_UpdateEntityLighting (void)
4793 {
4794         int i;
4795         entity_render_t *ent;
4796         vec3_t tempdiffusenormal, avg;
4797         vec_t f, fa, fd, fdd;
4798         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4799
4800         for (i = 0;i < r_refdef.scene.numentities;i++)
4801         {
4802                 ent = r_refdef.scene.entities[i];
4803
4804                 // skip unseen models and models that updated by CSQC
4805                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4806                         continue;
4807
4808                 // skip bsp models
4809                 if (ent->model && ent->model->brush.num_leafs)
4810                 {
4811                         // TODO: use modellight for r_ambient settings on world?
4812                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4813                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4815                         continue;
4816                 }
4817
4818                 // fetch the lighting from the worldmodel data
4819                 VectorClear(ent->modellight_ambient);
4820                 VectorClear(ent->modellight_diffuse);
4821                 VectorClear(tempdiffusenormal);
4822                 if (ent->flags & RENDER_LIGHT)
4823                 {
4824                         vec3_t org;
4825                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4826
4827                         // complete lightning for lit sprites
4828                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4830                         {
4831                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4833                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4834                         }
4835                         else
4836                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4837
4838                         if(ent->flags & RENDER_EQUALIZE)
4839                         {
4840                                 // first fix up ambient lighting...
4841                                 if(r_equalize_entities_minambient.value > 0)
4842                                 {
4843                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4844                                         if(fd > 0)
4845                                         {
4846                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847                                                 if(fa < r_equalize_entities_minambient.value * fd)
4848                                                 {
4849                                                         // solve:
4850                                                         //   fa'/fd' = minambient
4851                                                         //   fa'+0.25*fd' = fa+0.25*fd
4852                                                         //   ...
4853                                                         //   fa' = fd' * minambient
4854                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4855                                                         //   ...
4856                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4858                                                         //   ...
4859                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4861                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4863                                                 }
4864                                         }
4865                                 }
4866
4867                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4868                                 {
4869                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4871                                         f = fa + 0.25 * fd;
4872                                         if(f > 0)
4873                                         {
4874                                                 // adjust brightness and saturation to target
4875                                                 avg[0] = avg[1] = avg[2] = fa / f;
4876                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877                                                 avg[0] = avg[1] = avg[2] = fd / f;
4878                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4879                                         }
4880                                 }
4881                         }
4882                 }
4883                 else // highly rare
4884                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4885
4886                 // move the light direction into modelspace coordinates for lighting code
4887                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888                 if(VectorLength2(ent->modellight_lightdir) == 0)
4889                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890                 VectorNormalize(ent->modellight_lightdir);
4891         }
4892 }
4893
4894 #define MAX_LINEOFSIGHTTRACES 64
4895
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4897 {
4898         int i;
4899         vec3_t boxmins, boxmaxs;
4900         vec3_t start;
4901         vec3_t end;
4902         dp_model_t *model = r_refdef.scene.worldmodel;
4903
4904         if (!model || !model->brush.TraceLineOfSight)
4905                 return true;
4906
4907         // expand the box a little
4908         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4914
4915         // return true if eye is inside enlarged box
4916         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4917                 return true;
4918
4919         // try center
4920         VectorCopy(eye, start);
4921         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922         if (model->brush.TraceLineOfSight(model, start, end))
4923                 return true;
4924
4925         // try various random positions
4926         for (i = 0;i < numsamples;i++)
4927         {
4928                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929                 if (model->brush.TraceLineOfSight(model, start, end))
4930                         return true;
4931         }
4932
4933         return false;
4934 }
4935
4936
4937 static void R_View_UpdateEntityVisible (void)
4938 {
4939         int i;
4940         int renderimask;
4941         int samples;
4942         entity_render_t *ent;
4943
4944         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
4947                 :                                                          RENDER_EXTERIORMODEL;
4948         if (!r_drawviewmodel.integer)
4949                 renderimask |= RENDER_VIEWMODEL;
4950         if (!r_drawexteriormodel.integer)
4951                 renderimask |= RENDER_EXTERIORMODEL;
4952         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4953         {
4954                 // worldmodel can check visibility
4955                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956                 for (i = 0;i < r_refdef.scene.numentities;i++)
4957                 {
4958                         ent = r_refdef.scene.entities[i];
4959                         if (!(ent->flags & renderimask))
4960                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4961                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4962                                 r_refdef.viewcache.entityvisible[i] = true;
4963                 }
4964         }
4965         else
4966         {
4967                 // no worldmodel or it can't check visibility
4968                 for (i = 0;i < r_refdef.scene.numentities;i++)
4969                 {
4970                         ent = r_refdef.scene.entities[i];
4971                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4972                 }
4973         }
4974         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4976         {
4977                 for (i = 0;i < r_refdef.scene.numentities;i++)
4978                 {
4979                         if (!r_refdef.viewcache.entityvisible[i])
4980                                 continue;
4981                         ent = r_refdef.scene.entities[i];
4982                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4983                         {
4984                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4985                                 if (samples < 0)
4986                                         continue; // temp entities do pvs only
4987                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988                                         ent->last_trace_visibility = realtime;
4989                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990                                         r_refdef.viewcache.entityvisible[i] = 0;
4991                         }
4992                 }
4993         }
4994 }
4995
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
4998 {
4999         int i, sky;
5000         entity_render_t *ent;
5001
5002         sky = false;
5003         for (i = 0;i < r_refdef.scene.numentities;i++)
5004         {
5005                 if (!r_refdef.viewcache.entityvisible[i])
5006                         continue;
5007                 ent = r_refdef.scene.entities[i];
5008                 if (!ent->model || !ent->model->DrawSky)
5009                         continue;
5010                 ent->model->DrawSky(ent);
5011                 sky = true;
5012         }
5013         return sky;
5014 }
5015
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5018 {
5019         int i;
5020         entity_render_t *ent;
5021
5022         for (i = 0;i < r_refdef.scene.numentities;i++)
5023         {
5024                 if (!r_refdef.viewcache.entityvisible[i])
5025                         continue;
5026                 ent = r_refdef.scene.entities[i];
5027                 r_refdef.stats.entities++;
5028                 /*
5029                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5030                 {
5031                         vec3_t f, l, u, o;
5032                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033                         Con_Printf("R_DrawModels\n");
5034                         Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5035                         Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5036                         Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5037                 }
5038                 */
5039                 if (ent->model && ent->model->Draw != NULL)
5040                         ent->model->Draw(ent);
5041                 else
5042                         R_DrawNoModel(ent);
5043         }
5044 }
5045
5046 static void R_DrawModelsDepth(void)
5047 {
5048         int i;
5049         entity_render_t *ent;
5050
5051         for (i = 0;i < r_refdef.scene.numentities;i++)
5052         {
5053                 if (!r_refdef.viewcache.entityvisible[i])
5054                         continue;
5055                 ent = r_refdef.scene.entities[i];
5056                 if (ent->model && ent->model->DrawDepth != NULL)
5057                         ent->model->DrawDepth(ent);
5058         }
5059 }
5060
5061 static void R_DrawModelsDebug(void)
5062 {
5063         int i;
5064         entity_render_t *ent;
5065
5066         for (i = 0;i < r_refdef.scene.numentities;i++)
5067         {
5068                 if (!r_refdef.viewcache.entityvisible[i])
5069                         continue;
5070                 ent = r_refdef.scene.entities[i];
5071                 if (ent->model && ent->model->DrawDebug != NULL)
5072                         ent->model->DrawDebug(ent);
5073         }
5074 }
5075
5076 static void R_DrawModelsAddWaterPlanes(void)
5077 {
5078         int i;
5079         entity_render_t *ent;
5080
5081         for (i = 0;i < r_refdef.scene.numentities;i++)
5082         {
5083                 if (!r_refdef.viewcache.entityvisible[i])
5084                         continue;
5085                 ent = r_refdef.scene.entities[i];
5086                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087                         ent->model->DrawAddWaterPlanes(ent);
5088         }
5089 }
5090
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5092 {
5093         if (r_hdr_irisadaptation.integer)
5094         {
5095                 vec3_t ambient;
5096                 vec3_t diffuse;
5097                 vec3_t diffusenormal;
5098                 vec_t brightness;
5099                 vec_t goal;
5100                 vec_t current;
5101                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102                 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103                 brightness = max(0.0000001f, brightness);
5104                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106                 current = r_hdr_irisadaptation_value.value;
5107                 if (current < goal)
5108                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109                 else if (current > goal)
5110                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5113         }
5114         else if (r_hdr_irisadaptation_value.value != 1.0f)
5115                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5116 }
5117
5118 static void R_View_SetFrustum(const int *scissor)
5119 {
5120         int i;
5121         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122         vec3_t forward, left, up, origin, v;
5123
5124         if(scissor)
5125         {
5126                 // flipped x coordinates (because x points left here)
5127                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5129
5130                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131                 switch(vid.renderpath)
5132                 {
5133                         case RENDERPATH_D3D9:
5134                         case RENDERPATH_D3D10:
5135                         case RENDERPATH_D3D11:
5136                                 // non-flipped y coordinates
5137                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5139                                 break;
5140                         case RENDERPATH_SOFT:
5141                         case RENDERPATH_GL11:
5142                         case RENDERPATH_GL13:
5143                         case RENDERPATH_GL20:
5144                         case RENDERPATH_GLES1:
5145                         case RENDERPATH_GLES2:
5146                                 // non-flipped y coordinates
5147                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5149                                 break;
5150                 }
5151         }
5152
5153         // we can't trust r_refdef.view.forward and friends in reflected scenes
5154         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5155
5156 #if 0
5157         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5169 #endif
5170
5171 #if 0
5172         zNear = r_refdef.nearclip;
5173         nudge = 1.0 - 1.0 / (1<<23);
5174         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5182 #endif
5183
5184
5185
5186 #if 0
5187         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190         r_refdef.view.frustum[0].dist = m[15] - m[12];
5191
5192         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195         r_refdef.view.frustum[1].dist = m[15] + m[12];
5196
5197         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200         r_refdef.view.frustum[2].dist = m[15] - m[13];
5201
5202         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205         r_refdef.view.frustum[3].dist = m[15] + m[13];
5206
5207         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210         r_refdef.view.frustum[4].dist = m[15] - m[14];
5211
5212         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215         r_refdef.view.frustum[5].dist = m[15] + m[14];
5216 #endif
5217
5218         if (r_refdef.view.useperspective)
5219         {
5220                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5222                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5223                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5224                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5225
5226                 // then the normals from the corners relative to origin
5227                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5231
5232                 // in a NORMAL view, forward cross left == up
5233                 // in a REFLECTED view, forward cross left == down
5234                 // so our cross products above need to be adjusted for a left handed coordinate system
5235                 CrossProduct(forward, left, v);
5236                 if(DotProduct(v, up) < 0)
5237                 {
5238                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5242                 }
5243
5244                 // Leaving those out was a mistake, those were in the old code, and they
5245                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246                 // I couldn't reproduce it after adding those normalizations. --blub
5247                 VectorNormalize(r_refdef.view.frustum[0].normal);
5248                 VectorNormalize(r_refdef.view.frustum[1].normal);
5249                 VectorNormalize(r_refdef.view.frustum[2].normal);
5250                 VectorNormalize(r_refdef.view.frustum[3].normal);
5251
5252                 // make the corners absolute
5253                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5257
5258                 // one more normal
5259                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5260
5261                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5266         }
5267         else
5268         {
5269                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5279         }
5280         r_refdef.view.numfrustumplanes = 5;
5281
5282         if (r_refdef.view.useclipplane)
5283         {
5284                 r_refdef.view.numfrustumplanes = 6;
5285                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5286         }
5287
5288         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289                 PlaneClassify(r_refdef.view.frustum + i);
5290
5291         // LordHavoc: note to all quake engine coders, Quake had a special case
5292         // for 90 degrees which assumed a square view (wrong), so I removed it,
5293         // Quake2 has it disabled as well.
5294
5295         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298         //PlaneClassify(&frustum[0]);
5299
5300         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303         //PlaneClassify(&frustum[1]);
5304
5305         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308         //PlaneClassify(&frustum[2]);
5309
5310         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313         //PlaneClassify(&frustum[3]);
5314
5315         // nearclip plane
5316         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318         //PlaneClassify(&frustum[4]);
5319 }
5320
5321 void R_View_UpdateWithScissor(const int *myscissor)
5322 {
5323         R_Main_ResizeViewCache();
5324         R_View_SetFrustum(myscissor);
5325         R_View_WorldVisibility(r_refdef.view.useclipplane);
5326         R_View_UpdateEntityVisible();
5327         R_View_UpdateEntityLighting();
5328 }
5329
5330 void R_View_Update(void)
5331 {
5332         R_Main_ResizeViewCache();
5333         R_View_SetFrustum(NULL);
5334         R_View_WorldVisibility(r_refdef.view.useclipplane);
5335         R_View_UpdateEntityVisible();
5336         R_View_UpdateEntityLighting();
5337 }
5338
5339 float viewscalefpsadjusted = 1.0f;
5340
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5342 {
5343         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344         scale = bound(0.03125f, scale, 1.0f);
5345         *outwidth = (int)ceil(width * scale);
5346         *outheight = (int)ceil(height * scale);
5347 }
5348
5349 void R_Mesh_SetMainRenderTargets(void)
5350 {
5351         if (r_bloomstate.fbo_framebuffer)
5352                 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5353         else
5354                 R_Mesh_ResetRenderTargets();
5355 }
5356
5357 void R_SetupView(qboolean allowwaterclippingplane)
5358 {
5359         const float *customclipplane = NULL;
5360         float plane[4];
5361         int scaledwidth, scaledheight;
5362         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5363         {
5364                 // LordHavoc: couldn't figure out how to make this approach the
5365                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368                         dist = r_refdef.view.clipplane.dist;
5369                 plane[0] = r_refdef.view.clipplane.normal[0];
5370                 plane[1] = r_refdef.view.clipplane.normal[1];
5371                 plane[2] = r_refdef.view.clipplane.normal[2];
5372                 plane[3] = -dist;
5373                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5374         }
5375
5376         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377         if (!r_refdef.view.useperspective)
5378                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5379         else if (vid.stencil && r_useinfinitefarclip.integer)
5380                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5381         else
5382                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383         R_Mesh_SetMainRenderTargets();
5384         R_SetViewport(&r_refdef.view.viewport);
5385         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5386         {
5387                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388                 float screenplane[4];
5389                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5394         }
5395 }
5396
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5398 {
5399         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5400         {
5401                 gl_modelmatrixchanged = false;
5402                 gl_modelmatrix = *matrix;
5403                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5407                 CHECKGLERROR
5408                 switch(vid.renderpath)
5409                 {
5410                 case RENDERPATH_D3D9:
5411 #ifdef SUPPORTD3D
5412                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5414 #endif
5415                         break;
5416                 case RENDERPATH_D3D10:
5417                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5418                         break;
5419                 case RENDERPATH_D3D11:
5420                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5421                         break;
5422                 case RENDERPATH_GL11:
5423                 case RENDERPATH_GL13:
5424                 case RENDERPATH_GLES1:
5425                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5426                         break;
5427                 case RENDERPATH_SOFT:
5428                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5430                         break;
5431                 case RENDERPATH_GL20:
5432                 case RENDERPATH_GLES2:
5433                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5435                         break;
5436                 }
5437         }
5438 }
5439
5440 void R_ResetViewRendering2D(void)
5441 {
5442         r_viewport_t viewport;
5443         DrawQ_Finish();
5444
5445         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5447         R_Mesh_ResetRenderTargets();
5448         R_SetViewport(&viewport);
5449         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450         GL_Color(1, 1, 1, 1);
5451         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452         GL_BlendFunc(GL_ONE, GL_ZERO);
5453         GL_ScissorTest(false);
5454         GL_DepthMask(false);
5455         GL_DepthRange(0, 1);
5456         GL_DepthTest(false);
5457         GL_DepthFunc(GL_LEQUAL);
5458         R_EntityMatrix(&identitymatrix);
5459         R_Mesh_ResetTextureState();
5460         GL_PolygonOffset(0, 0);
5461         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462         switch(vid.renderpath)
5463         {
5464         case RENDERPATH_GL11:
5465         case RENDERPATH_GL13:
5466         case RENDERPATH_GL20:
5467         case RENDERPATH_GLES1:
5468         case RENDERPATH_GLES2:
5469                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470                 break;
5471         case RENDERPATH_D3D9:
5472         case RENDERPATH_D3D10:
5473         case RENDERPATH_D3D11:
5474         case RENDERPATH_SOFT:
5475                 break;
5476         }
5477         GL_CullFace(GL_NONE);
5478 }
5479
5480 void R_ResetViewRendering3D(void)
5481 {
5482         DrawQ_Finish();
5483
5484         R_SetupView(true);
5485         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486         GL_Color(1, 1, 1, 1);
5487         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488         GL_BlendFunc(GL_ONE, GL_ZERO);
5489         GL_ScissorTest(true);
5490         GL_DepthMask(true);
5491         GL_DepthRange(0, 1);
5492         GL_DepthTest(true);
5493         GL_DepthFunc(GL_LEQUAL);
5494         R_EntityMatrix(&identitymatrix);
5495         R_Mesh_ResetTextureState();
5496         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498         switch(vid.renderpath)
5499         {
5500         case RENDERPATH_GL11:
5501         case RENDERPATH_GL13:
5502         case RENDERPATH_GL20:
5503         case RENDERPATH_GLES1:
5504         case RENDERPATH_GLES2:
5505                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5506                 break;
5507         case RENDERPATH_D3D9:
5508         case RENDERPATH_D3D10:
5509         case RENDERPATH_D3D11:
5510         case RENDERPATH_SOFT:
5511                 break;
5512         }
5513         GL_CullFace(r_refdef.view.cullface_back);
5514 }
5515
5516 /*
5517 ================
5518 R_RenderView_UpdateViewVectors
5519 ================
5520 */
5521 static void R_RenderView_UpdateViewVectors(void)
5522 {
5523         // break apart the view matrix into vectors for various purposes
5524         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528         // make an inverted copy of the view matrix for tracking sprites
5529         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5530 }
5531
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5534
5535 static void R_Water_StartFrame(void)
5536 {
5537         int i;
5538         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539         r_waterstate_waterplane_t *p;
5540
5541         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5542                 return;
5543
5544         switch(vid.renderpath)
5545         {
5546         case RENDERPATH_GL20:
5547         case RENDERPATH_D3D9:
5548         case RENDERPATH_D3D10:
5549         case RENDERPATH_D3D11:
5550         case RENDERPATH_SOFT:
5551         case RENDERPATH_GLES2:
5552                 break;
5553         case RENDERPATH_GL11:
5554         case RENDERPATH_GL13:
5555         case RENDERPATH_GLES1:
5556                 return;
5557         }
5558
5559         // set waterwidth and waterheight to the water resolution that will be
5560         // used (often less than the screen resolution for faster rendering)
5561         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5562
5563         // calculate desired texture sizes
5564         // can't use water if the card does not support the texture size
5565         if (!r_water.integer || r_showsurfaces.integer)
5566                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567         else if (vid.support.arb_texture_non_power_of_two)
5568         {
5569                 texturewidth = waterwidth;
5570                 textureheight = waterheight;
5571                 camerawidth = waterwidth;
5572                 cameraheight = waterheight;
5573         }
5574         else
5575         {
5576                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5577                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5578                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5579                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5580         }
5581
5582         // allocate textures as needed
5583         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5584         {
5585                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5587                 {
5588                         if (p->texture_refraction)
5589                                 R_FreeTexture(p->texture_refraction);
5590                         p->texture_refraction = NULL;
5591                         if (p->texture_reflection)
5592                                 R_FreeTexture(p->texture_reflection);
5593                         p->texture_reflection = NULL;
5594                         if (p->texture_camera)
5595                                 R_FreeTexture(p->texture_camera);
5596                         p->texture_camera = NULL;
5597                 }
5598                 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599                 r_waterstate.texturewidth = texturewidth;
5600                 r_waterstate.textureheight = textureheight;
5601                 r_waterstate.camerawidth = camerawidth;
5602                 r_waterstate.cameraheight = cameraheight;
5603         }
5604
5605         if (r_waterstate.texturewidth)
5606         {
5607                 int scaledwidth, scaledheight;
5608
5609                 r_waterstate.enabled = true;
5610
5611                 // when doing a reduced render (HDR) we want to use a smaller area
5612                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614                 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5615
5616                 // set up variables that will be used in shader setup
5617                 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618                 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619                 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620                 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5621         }
5622
5623         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624         r_waterstate.numwaterplanes = 0;
5625 }
5626
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5628 {
5629         int planeindex, bestplaneindex, vertexindex;
5630         vec3_t mins, maxs, normal, center, v, n;
5631         vec_t planescore, bestplanescore;
5632         mplane_t plane;
5633         r_waterstate_waterplane_t *p;
5634         texture_t *t = R_GetCurrentTexture(surface->texture);
5635
5636         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5637         if (!rsurface.modelnormal3f)
5638                 return;
5639
5640         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5641         // average the vertex normals, find the surface bounds (after deformvertexes)
5642         VectorClear(normal);
5643         VectorCopy(rsurface.batchvertex3f, mins);
5644         VectorCopy(rsurface.batchvertex3f, maxs);
5645         for (vertexindex = 0;vertexindex < rsurface.batchnumvertices;vertexindex++)
5646         {
5647                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5648                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5649                 VectorAdd(normal, n, normal);
5650                 mins[0] = min(mins[0], v[0]);
5651                 mins[1] = min(mins[1], v[1]);
5652                 mins[2] = min(mins[2], v[2]);
5653                 maxs[0] = max(maxs[0], v[0]);
5654                 maxs[1] = max(maxs[1], v[1]);
5655                 maxs[2] = max(maxs[2], v[2]);
5656         }
5657         VectorNormalize(normal);
5658         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5659
5660         VectorCopy(normal, plane.normal);
5661         VectorNormalize(plane.normal);
5662         plane.dist = DotProduct(center, plane.normal);
5663         PlaneClassify(&plane);
5664         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5665         {
5666                 // skip backfaces (except if nocullface is set)
5667                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5668                         return;
5669                 VectorNegate(plane.normal, plane.normal);
5670                 plane.dist *= -1;
5671                 PlaneClassify(&plane);
5672         }
5673
5674
5675         // find a matching plane if there is one
5676         bestplaneindex = -1;
5677         bestplanescore = 1048576.0f;
5678         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5679         {
5680                 if(p->camera_entity == t->camera_entity)
5681                 {
5682                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5683                         if (bestplaneindex < 0 || bestplanescore > planescore)
5684                         {
5685                                 bestplaneindex = planeindex;
5686                                 bestplanescore = planescore;
5687                         }
5688                 }
5689         }
5690         planeindex = bestplaneindex;
5691         p = r_waterstate.waterplanes + planeindex;
5692
5693         // if this surface does not fit any known plane rendered this frame, add one
5694         if ((planeindex < 0 || bestplanescore > 0.001f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5695         {
5696                 // store the new plane
5697                 planeindex = r_waterstate.numwaterplanes;
5698                 p = r_waterstate.waterplanes + planeindex;
5699                 r_waterstate.numwaterplanes++;
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(void)
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
5744         originalview = r_refdef.view;
5745
5746         // lowquality hack, temporarily shut down some cvars and restore afterwards
5747         qualityreduction = r_water_lowquality.integer;
5748         if (qualityreduction > 0)
5749         {
5750                 if (qualityreduction >= 1)
5751                 {
5752                         old_r_shadows = r_shadows.integer;
5753                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5754                         old_r_dlight = r_shadow_realtime_dlight.integer;
5755                         Cvar_SetValueQuick(&r_shadows, 0);
5756                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5757                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5758                 }
5759                 if (qualityreduction >= 2)
5760                 {
5761                         old_r_dynamic = r_dynamic.integer;
5762                         old_r_particles = r_drawparticles.integer;
5763                         old_r_decals = r_drawdecals.integer;
5764                         Cvar_SetValueQuick(&r_dynamic, 0);
5765                         Cvar_SetValueQuick(&r_drawparticles, 0);
5766                         Cvar_SetValueQuick(&r_drawdecals, 0);
5767                 }
5768         }
5769
5770         // make sure enough textures are allocated
5771         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5772         {
5773                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5774                 {
5775                         if (!p->texture_refraction)
5776                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5777                         if (!p->texture_refraction)
5778                                 goto error;
5779                 }
5780                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5781                 {
5782                         if (!p->texture_camera)
5783                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5784                         if (!p->texture_camera)
5785                                 goto error;
5786                 }
5787
5788                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5789                 {
5790                         if (!p->texture_reflection)
5791                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5792                         if (!p->texture_reflection)
5793                                 goto error;
5794                 }
5795         }
5796
5797         // render views
5798         r_refdef.view = originalview;
5799         r_refdef.view.showdebug = false;
5800         r_refdef.view.width = r_waterstate.waterwidth;
5801         r_refdef.view.height = r_waterstate.waterheight;
5802         r_refdef.view.useclipplane = true;
5803         myview = r_refdef.view;
5804         r_waterstate.renderingscene = true;
5805         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5806         {
5807                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5808                 {
5809                         r_refdef.view = myview;
5810                         if(r_water_scissormode.integer)
5811                         {
5812                                 R_SetupView(true);
5813                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5814                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5815                         }
5816
5817                         // render reflected scene and copy into texture
5818                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5819                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5820                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5821                         r_refdef.view.clipplane = p->plane;
5822                         // reverse the cullface settings for this render
5823                         r_refdef.view.cullface_front = GL_FRONT;
5824                         r_refdef.view.cullface_back = GL_BACK;
5825                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5826                         {
5827                                 r_refdef.view.usecustompvs = true;
5828                                 if (p->pvsvalid)
5829                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5830                                 else
5831                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5832                         }
5833
5834                         R_ResetViewRendering3D();
5835                         R_ClearScreen(r_refdef.fogenabled);
5836                         if(r_water_scissormode.integer & 2)
5837                                 R_View_UpdateWithScissor(myscissor);
5838                         else
5839                                 R_View_Update();
5840                         if(r_water_scissormode.integer & 1)
5841                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5842                         R_RenderScene();
5843
5844                         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);
5845                 }
5846
5847                 // render the normal view scene and copy into texture
5848                 // (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)
5849                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5850                 {
5851                         r_refdef.view = myview;
5852                         if(r_water_scissormode.integer)
5853                         {
5854                                 R_SetupView(true);
5855                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5857                         }
5858
5859                         r_waterstate.renderingrefraction = true;
5860
5861                         r_refdef.view.clipplane = p->plane;
5862                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5864
5865                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5866                         {
5867                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5869                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870                                 R_RenderView_UpdateViewVectors();
5871                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5872                                 {
5873                                         r_refdef.view.usecustompvs = true;
5874                                         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);
5875                                 }
5876                         }
5877
5878                         PlaneClassify(&r_refdef.view.clipplane);
5879
5880                         R_ResetViewRendering3D();
5881                         R_ClearScreen(r_refdef.fogenabled);
5882                         if(r_water_scissormode.integer & 2)
5883                                 R_View_UpdateWithScissor(myscissor);
5884                         else
5885                                 R_View_Update();
5886                         if(r_water_scissormode.integer & 1)
5887                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888                         R_RenderScene();
5889
5890                         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);
5891                         r_waterstate.renderingrefraction = false;
5892                 }
5893                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5894                 {
5895                         r_refdef.view = myview;
5896
5897                         r_refdef.view.clipplane = p->plane;
5898                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5899                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5900
5901                         r_refdef.view.width = r_waterstate.camerawidth;
5902                         r_refdef.view.height = r_waterstate.cameraheight;
5903                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5904                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5905
5906                         if(p->camera_entity)
5907                         {
5908                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5909                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5910                         }
5911
5912                         // note: all of the view is used for displaying... so
5913                         // there is no use in scissoring
5914
5915                         // reverse the cullface settings for this render
5916                         r_refdef.view.cullface_front = GL_FRONT;
5917                         r_refdef.view.cullface_back = GL_BACK;
5918                         // also reverse the view matrix
5919                         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
5920                         R_RenderView_UpdateViewVectors();
5921                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5922                         {
5923                                 r_refdef.view.usecustompvs = true;
5924                                 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);
5925                         }
5926                         
5927                         // camera needs no clipplane
5928                         r_refdef.view.useclipplane = false;
5929
5930                         PlaneClassify(&r_refdef.view.clipplane);
5931
5932                         R_ResetViewRendering3D();
5933                         R_ClearScreen(r_refdef.fogenabled);
5934                         R_View_Update();
5935                         R_RenderScene();
5936
5937                         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);
5938                         r_waterstate.renderingrefraction = false;
5939                 }
5940
5941         }
5942         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5943         r_waterstate.renderingscene = false;
5944         r_refdef.view = originalview;
5945         R_ResetViewRendering3D();
5946         R_ClearScreen(r_refdef.fogenabled);
5947         R_View_Update();
5948         goto finish;
5949 error:
5950         r_refdef.view = originalview;
5951         r_waterstate.renderingscene = false;
5952         Cvar_SetValueQuick(&r_water, 0);
5953         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5954 finish:
5955         // lowquality hack, restore cvars
5956         if (qualityreduction > 0)
5957         {
5958                 if (qualityreduction >= 1)
5959                 {
5960                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5961                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5962                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5963                 }
5964                 if (qualityreduction >= 2)
5965                 {
5966                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5967                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5968                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5969                 }
5970         }
5971 }
5972
5973 void R_Bloom_StartFrame(void)
5974 {
5975         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5976         int viewwidth, viewheight;
5977         textype_t textype;
5978
5979         if (r_viewscale_fpsscaling.integer)
5980         {
5981                 double actualframetime;
5982                 double targetframetime;
5983                 double adjust;
5984                 actualframetime = r_refdef.lastdrawscreentime;
5985                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5986                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5987                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5988                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5989                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5990                 viewscalefpsadjusted += adjust;
5991                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5992         }
5993         else
5994                 viewscalefpsadjusted = 1.0f;
5995
5996         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5997
5998         switch(vid.renderpath)
5999         {
6000         case RENDERPATH_GL20:
6001         case RENDERPATH_D3D9:
6002         case RENDERPATH_D3D10:
6003         case RENDERPATH_D3D11:
6004         case RENDERPATH_SOFT:
6005         case RENDERPATH_GLES2:
6006                 break;
6007         case RENDERPATH_GL11:
6008         case RENDERPATH_GL13:
6009         case RENDERPATH_GLES1:
6010                 return;
6011         }
6012
6013         // set bloomwidth and bloomheight to the bloom resolution that will be
6014         // used (often less than the screen resolution for faster rendering)
6015         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6016         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6017         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6018         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6019         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6020
6021         // calculate desired texture sizes
6022         if (vid.support.arb_texture_non_power_of_two)
6023         {
6024                 screentexturewidth = vid.width;
6025                 screentextureheight = vid.height;
6026                 bloomtexturewidth = r_bloomstate.bloomwidth;
6027                 bloomtextureheight = r_bloomstate.bloomheight;
6028         }
6029         else
6030         {
6031                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
6032                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
6033                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
6034                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
6035         }
6036
6037         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6038         {
6039                 Cvar_SetValueQuick(&r_hdr, 0);
6040                 Cvar_SetValueQuick(&r_bloom, 0);
6041                 Cvar_SetValueQuick(&r_motionblur, 0);
6042                 Cvar_SetValueQuick(&r_damageblur, 0);
6043         }
6044
6045         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6046                 screentexturewidth = screentextureheight = 0;
6047         if (!r_hdr.integer && !r_bloom.integer)
6048                 bloomtexturewidth = bloomtextureheight = 0;
6049
6050         textype = TEXTYPE_COLORBUFFER;
6051         switch (vid.renderpath)
6052         {
6053         case RENDERPATH_GL20:
6054         case RENDERPATH_GLES2:
6055                 if (vid.support.ext_framebuffer_object)
6056                 {
6057                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6058                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6059                 }
6060                 break;
6061         case RENDERPATH_GL11:
6062         case RENDERPATH_GL13:
6063         case RENDERPATH_GLES1:
6064         case RENDERPATH_D3D9:
6065         case RENDERPATH_D3D10:
6066         case RENDERPATH_D3D11:
6067         case RENDERPATH_SOFT:
6068                 break;
6069         }
6070
6071         // allocate textures as needed
6072         if (r_bloomstate.screentexturewidth != screentexturewidth
6073          || r_bloomstate.screentextureheight != screentextureheight
6074          || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6075          || r_bloomstate.bloomtextureheight != bloomtextureheight
6076          || r_bloomstate.texturetype != textype
6077          || r_bloomstate.viewfbo != r_viewfbo.integer)
6078         {
6079                 if (r_bloomstate.texture_bloom)
6080                         R_FreeTexture(r_bloomstate.texture_bloom);
6081                 r_bloomstate.texture_bloom = NULL;
6082                 if (r_bloomstate.texture_screen)
6083                         R_FreeTexture(r_bloomstate.texture_screen);
6084                 r_bloomstate.texture_screen = NULL;
6085                 if (r_bloomstate.fbo_framebuffer)
6086                         R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6087                 r_bloomstate.fbo_framebuffer = 0;
6088                 if (r_bloomstate.texture_framebuffercolor)
6089                         R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6090                 r_bloomstate.texture_framebuffercolor = NULL;
6091                 if (r_bloomstate.texture_framebufferdepth)
6092                         R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6093                 r_bloomstate.texture_framebufferdepth = NULL;
6094                 r_bloomstate.screentexturewidth = screentexturewidth;
6095                 r_bloomstate.screentextureheight = screentextureheight;
6096                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6097                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6098                 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6099                 {
6100                         // FIXME: choose depth bits based on a cvar
6101                         r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6102                         r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6103                         r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6104                         R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6105 #ifndef USE_GLES2
6106                         // render depth into one texture and normalmap into the other
6107                         if (qglDrawBuffer)
6108                         {
6109                                 int status;
6110                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6111                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6112                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6113                                 if (status != GL_FRAMEBUFFER_COMPLETE)
6114                                         Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6115                         }
6116 #endif
6117                 }
6118                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6119                 r_bloomstate.bloomtextureheight = bloomtextureheight;
6120                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6121                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6122                 r_bloomstate.viewfbo = r_viewfbo.integer;
6123                 r_bloomstate.texturetype = textype;
6124         }
6125
6126         // when doing a reduced render (HDR) we want to use a smaller area
6127         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6128         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6129         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6130         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6131         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6132
6133         // set up a texcoord array for the full resolution screen image
6134         // (we have to keep this around to copy back during final render)
6135         r_bloomstate.screentexcoord2f[0] = 0;
6136         r_bloomstate.screentexcoord2f[1] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6137         r_bloomstate.screentexcoord2f[2] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6138         r_bloomstate.screentexcoord2f[3] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6139         r_bloomstate.screentexcoord2f[4] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6140         r_bloomstate.screentexcoord2f[5] = 0;
6141         r_bloomstate.screentexcoord2f[6] = 0;
6142         r_bloomstate.screentexcoord2f[7] = 0;
6143
6144         // set up a texcoord array for the reduced resolution bloom image
6145         // (which will be additive blended over the screen image)
6146         r_bloomstate.bloomtexcoord2f[0] = 0;
6147         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6148         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6149         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6150         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6151         r_bloomstate.bloomtexcoord2f[5] = 0;
6152         r_bloomstate.bloomtexcoord2f[6] = 0;
6153         r_bloomstate.bloomtexcoord2f[7] = 0;
6154
6155         switch(vid.renderpath)
6156         {
6157         case RENDERPATH_GL11:
6158         case RENDERPATH_GL13:
6159         case RENDERPATH_GL20:
6160         case RENDERPATH_SOFT:
6161         case RENDERPATH_GLES1:
6162         case RENDERPATH_GLES2:
6163                 break;
6164         case RENDERPATH_D3D9:
6165         case RENDERPATH_D3D10:
6166         case RENDERPATH_D3D11:
6167                 {
6168                         int i;
6169                         for (i = 0;i < 4;i++)
6170                         {
6171                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6172                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6173                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6174                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6175                         }
6176                 }
6177                 break;
6178         }
6179
6180         if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6181         {
6182                 r_bloomstate.enabled = true;
6183                 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6184         }
6185
6186         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6187
6188         if (r_bloomstate.fbo_framebuffer)
6189                 r_refdef.view.clear = true;
6190 }
6191
6192 void R_Bloom_CopyBloomTexture(float colorscale)
6193 {
6194         r_refdef.stats.bloom++;
6195
6196         // scale down screen texture to the bloom texture size
6197         CHECKGLERROR
6198         R_Mesh_SetMainRenderTargets();
6199         R_SetViewport(&r_bloomstate.viewport);
6200         GL_BlendFunc(GL_ONE, GL_ZERO);
6201         GL_Color(colorscale, colorscale, colorscale, 1);
6202         // 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...
6203         switch(vid.renderpath)
6204         {
6205         case RENDERPATH_GL11:
6206         case RENDERPATH_GL13:
6207         case RENDERPATH_GL20:
6208         case RENDERPATH_GLES1:
6209         case RENDERPATH_GLES2:
6210         case RENDERPATH_SOFT:
6211                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6212                 break;
6213         case RENDERPATH_D3D9:
6214         case RENDERPATH_D3D10:
6215         case RENDERPATH_D3D11:
6216                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6217                 break;
6218         }
6219         // TODO: do boxfilter scale-down in shader?
6220         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6221         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6222         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6223
6224         // we now have a bloom image in the framebuffer
6225         // copy it into the bloom image texture for later processing
6226         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6227         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6228 }
6229
6230 void R_Bloom_CopyHDRTexture(void)
6231 {
6232         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6233         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6234 }
6235
6236 void R_Bloom_MakeTexture(void)
6237 {
6238         int x, range, dir;
6239         float xoffset, yoffset, r, brighten;
6240
6241         r_refdef.stats.bloom++;
6242
6243         R_ResetViewRendering2D();
6244
6245         // we have a bloom image in the framebuffer
6246         CHECKGLERROR
6247         R_SetViewport(&r_bloomstate.viewport);
6248
6249         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6250         {
6251                 x *= 2;
6252                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6253                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6254                 GL_Color(r,r,r,1);
6255                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6256                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6257                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6258                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6259
6260                 // copy the vertically blurred bloom view to a texture
6261                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6262                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6263         }
6264
6265         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6266         brighten = r_bloom_brighten.value;
6267         if (r_bloomstate.hdr)
6268                 brighten *= r_hdr_range.value;
6269         brighten = sqrt(brighten);
6270         if(range >= 1)
6271                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6272         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6273
6274         for (dir = 0;dir < 2;dir++)
6275         {
6276                 // blend on at multiple vertical offsets to achieve a vertical blur
6277                 // TODO: do offset blends using GLSL
6278                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6279                 GL_BlendFunc(GL_ONE, GL_ZERO);
6280                 for (x = -range;x <= range;x++)
6281                 {
6282                         if (!dir){xoffset = 0;yoffset = x;}
6283                         else {xoffset = x;yoffset = 0;}
6284                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
6285                         yoffset /= (float)r_bloomstate.bloomtextureheight;
6286                         // compute a texcoord array with the specified x and y offset
6287                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6288                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6289                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6290                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6291                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6292                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6293                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6294                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6295                         // this r value looks like a 'dot' particle, fading sharply to
6296                         // black at the edges
6297                         // (probably not realistic but looks good enough)
6298                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6299                         //r = brighten/(range*2+1);
6300                         r = brighten / (range * 2 + 1);
6301                         if(range >= 1)
6302                                 r *= (1 - x*x/(float)(range*range));
6303                         GL_Color(r, r, r, 1);
6304                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6305                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6306                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6307                         GL_BlendFunc(GL_ONE, GL_ONE);
6308                 }
6309
6310                 // copy the vertically blurred bloom view to a texture
6311                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6312                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6313         }
6314 }
6315
6316 void R_HDR_RenderBloomTexture(void)
6317 {
6318         int oldwidth, oldheight;
6319         float oldcolorscale;
6320         qboolean oldwaterstate;
6321
6322         oldwaterstate = r_waterstate.enabled;
6323         oldcolorscale = r_refdef.view.colorscale;
6324         oldwidth = r_refdef.view.width;
6325         oldheight = r_refdef.view.height;
6326         r_refdef.view.width = r_bloomstate.bloomwidth;
6327         r_refdef.view.height = r_bloomstate.bloomheight;
6328
6329         if(r_hdr.integer < 2)
6330                 r_waterstate.enabled = false;
6331
6332         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
6333         // TODO: add exposure compensation features
6334         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6335
6336         r_refdef.view.showdebug = false;
6337         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6338
6339         R_ResetViewRendering3D();
6340
6341         R_ClearScreen(r_refdef.fogenabled);
6342         if (r_timereport_active)
6343                 R_TimeReport("HDRclear");
6344
6345         R_View_Update();
6346         if (r_timereport_active)
6347                 R_TimeReport("visibility");
6348
6349         // only do secondary renders with HDR if r_hdr is 2 or higher
6350         r_waterstate.numwaterplanes = 0;
6351         if (r_waterstate.enabled)
6352                 R_RenderWaterPlanes();
6353
6354         r_refdef.view.showdebug = true;
6355         R_RenderScene();
6356         r_waterstate.numwaterplanes = 0;
6357
6358         R_ResetViewRendering2D();
6359
6360         R_Bloom_CopyHDRTexture();
6361         R_Bloom_MakeTexture();
6362
6363         // restore the view settings
6364         r_waterstate.enabled = oldwaterstate;
6365         r_refdef.view.width = oldwidth;
6366         r_refdef.view.height = oldheight;
6367         r_refdef.view.colorscale = oldcolorscale;
6368
6369         R_ResetViewRendering3D();
6370
6371         R_ClearScreen(r_refdef.fogenabled);
6372         if (r_timereport_active)
6373                 R_TimeReport("viewclear");
6374 }
6375
6376 static void R_BlendView(void)
6377 {
6378         unsigned int permutation;
6379         float uservecs[4][4];
6380
6381         switch (vid.renderpath)
6382         {
6383         case RENDERPATH_GL20:
6384         case RENDERPATH_D3D9:
6385         case RENDERPATH_D3D10:
6386         case RENDERPATH_D3D11:
6387         case RENDERPATH_SOFT:
6388         case RENDERPATH_GLES2:
6389                 permutation =
6390                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6391                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6392                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6393                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6394                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6395
6396                 if (r_bloomstate.texture_screen)
6397                 {
6398                         // make sure the buffer is available
6399                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6400
6401                         R_ResetViewRendering2D();
6402                         R_Mesh_SetMainRenderTargets();
6403
6404                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6405                         {
6406                                 // declare variables
6407                                 float blur_factor, blur_mouseaccel, blur_velocity;
6408                                 static float blur_average; 
6409                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6410
6411                                 // set a goal for the factoring
6412                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6413                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6414                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6415                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6416                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6417                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6418
6419                                 // from the goal, pick an averaged value between goal and last value
6420                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6421                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6422                                 
6423                                 // enforce minimum amount of blur 
6424                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6425                                 
6426                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6427
6428                                 // calculate values into a standard alpha
6429                                 cl.motionbluralpha = 1 - exp(-
6430                                                 (
6431                                                  (r_motionblur.value * blur_factor / 80)
6432                                                  +
6433                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6434                                                 )
6435                                                 /
6436                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6437                                           );
6438                                 
6439                                 // randomization for the blur value to combat persistent ghosting
6440                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6441                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6442                                 
6443                                 // apply the blur
6444                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6445                                 {
6446                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6447                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6448                                         switch(vid.renderpath)
6449                                         {
6450                                         case RENDERPATH_GL11:
6451                                         case RENDERPATH_GL13:
6452                                         case RENDERPATH_GL20:
6453                                         case RENDERPATH_GLES1:
6454                                         case RENDERPATH_GLES2:
6455                                         case RENDERPATH_SOFT:
6456                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6457                                                 break;
6458                                         case RENDERPATH_D3D9:
6459                                         case RENDERPATH_D3D10:
6460                                         case RENDERPATH_D3D11:
6461                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6462                                                 break;
6463                                         }
6464                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6465                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6466                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6467                                 }
6468                                 
6469                                 // updates old view angles for next pass 
6470                                 VectorCopy(cl.viewangles, blur_oldangles);
6471                         }
6472
6473                         // copy view into the screen texture
6474                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6475                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6476                 }
6477                 else if (!r_bloomstate.texture_bloom)
6478                 {
6479                         // we may still have to do view tint...
6480                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6481                         {
6482                                 // apply a color tint to the whole view
6483                                 R_ResetViewRendering2D();
6484                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6485                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6486                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6487                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6488                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6489                         }
6490                         break; // no screen processing, no bloom, skip it
6491                 }
6492
6493                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6494                 {
6495                         // render simple bloom effect
6496                         // copy the screen and shrink it and darken it for the bloom process
6497                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6498                         // make the bloom texture
6499                         R_Bloom_MakeTexture();
6500                 }
6501
6502 #if _MSC_VER >= 1400
6503 #define sscanf sscanf_s
6504 #endif
6505                 memset(uservecs, 0, sizeof(uservecs));
6506                 if (r_glsl_postprocess_uservec1_enable.integer)
6507                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6508                 if (r_glsl_postprocess_uservec2_enable.integer)
6509                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6510                 if (r_glsl_postprocess_uservec3_enable.integer)
6511                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6512                 if (r_glsl_postprocess_uservec4_enable.integer)
6513                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6514
6515                 R_ResetViewRendering2D();
6516                 GL_Color(1, 1, 1, 1);
6517                 GL_BlendFunc(GL_ONE, GL_ZERO);
6518
6519                 switch(vid.renderpath)
6520                 {
6521                 case RENDERPATH_GL20:
6522                 case RENDERPATH_GLES2:
6523                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6524                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6525                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
6526                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
6527                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6528                         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]);
6529                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6530                         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]);
6531                         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]);
6532                         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]);
6533                         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]);
6534                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6535                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6536                         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);
6537                         break;
6538                 case RENDERPATH_D3D9:
6539 #ifdef SUPPORTD3D
6540                         // 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...
6541                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6542                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6543                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6544                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6545                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6546                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6547                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6548                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6549                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6550                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6551                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6552                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6553                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6554                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6555 #endif
6556                         break;
6557                 case RENDERPATH_D3D10:
6558                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6559                         break;
6560                 case RENDERPATH_D3D11:
6561                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6562                         break;
6563                 case RENDERPATH_SOFT:
6564                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6565                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6566                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6567                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6568                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6569                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6570                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6571                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6572                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6573                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6574                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6575                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6576                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6577                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6578                         break;
6579                 default:
6580                         break;
6581                 }
6582                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6583                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6584                 break;
6585         case RENDERPATH_GL11:
6586         case RENDERPATH_GL13:
6587         case RENDERPATH_GLES1:
6588                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6589                 {
6590                         // apply a color tint to the whole view
6591                         R_ResetViewRendering2D();
6592                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6593                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6594                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6595                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6596                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6597                 }
6598                 break;
6599         }
6600 }
6601
6602 matrix4x4_t r_waterscrollmatrix;
6603
6604 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6605 {
6606         // Nehahra fog
6607         if (gamemode == GAME_NEHAHRA)
6608         {
6609                 if (gl_fogenable.integer)
6610                 {
6611                         r_refdef.oldgl_fogenable = true;
6612                         r_refdef.fog_density = gl_fogdensity.value;
6613                         r_refdef.fog_red = gl_fogred.value;
6614                         r_refdef.fog_green = gl_foggreen.value;
6615                         r_refdef.fog_blue = gl_fogblue.value;
6616                         r_refdef.fog_alpha = 1;
6617                         r_refdef.fog_start = 0;
6618                         r_refdef.fog_end = gl_skyclip.value;
6619                         r_refdef.fog_height = 1<<30;
6620                         r_refdef.fog_fadedepth = 128;
6621                 }
6622                 else if (r_refdef.oldgl_fogenable)
6623                 {
6624                         r_refdef.oldgl_fogenable = false;
6625                         r_refdef.fog_density = 0;
6626                         r_refdef.fog_red = 0;
6627                         r_refdef.fog_green = 0;
6628                         r_refdef.fog_blue = 0;
6629                         r_refdef.fog_alpha = 0;
6630                         r_refdef.fog_start = 0;
6631                         r_refdef.fog_end = 0;
6632                         r_refdef.fog_height = 1<<30;
6633                         r_refdef.fog_fadedepth = 128;
6634                 }
6635         }
6636
6637         // fog parms
6638         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6639         r_refdef.fog_start = max(0, r_refdef.fog_start);
6640         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6641
6642         if (r_refdef.fog_density && r_drawfog.integer)
6643         {
6644                 r_refdef.fogenabled = true;
6645                 // this is the point where the fog reaches 0.9986 alpha, which we
6646                 // consider a good enough cutoff point for the texture
6647                 // (0.9986 * 256 == 255.6)
6648                 if (r_fog_exp2.integer)
6649                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6650                 else
6651                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6652                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6653                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6654                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6655                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6656                         R_BuildFogHeightTexture();
6657                 // fog color was already set
6658                 // update the fog texture
6659                 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)
6660                         R_BuildFogTexture();
6661                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6662                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6663         }
6664         else
6665                 r_refdef.fogenabled = false;
6666
6667         // fog color
6668         if (r_refdef.fog_density)
6669         {
6670                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6671                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6672                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6673
6674                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6675                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6676                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6677                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6678
6679                 {
6680                         vec3_t fogvec;
6681                         VectorCopy(r_refdef.fogcolor, fogvec);
6682                         //   color.rgb *= ContrastBoost * SceneBrightness;
6683                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6684                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6685                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6686                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6687                 }
6688         }
6689 }
6690
6691 void R_UpdateVariables(void)
6692 {
6693         R_Textures_Frame();
6694
6695         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6696
6697         r_refdef.farclip = r_farclip_base.value;
6698         if (r_refdef.scene.worldmodel)
6699                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6700         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6701
6702         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6703                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6704         r_refdef.polygonfactor = 0;
6705         r_refdef.polygonoffset = 0;
6706         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6707         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6708
6709         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6710         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6711         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6712         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6713         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6714         if (FAKELIGHT_ENABLED)
6715         {
6716                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6717         }
6718         if (r_showsurfaces.integer)
6719         {
6720                 r_refdef.scene.rtworld = false;
6721                 r_refdef.scene.rtworldshadows = false;
6722                 r_refdef.scene.rtdlight = false;
6723                 r_refdef.scene.rtdlightshadows = false;
6724                 r_refdef.lightmapintensity = 0;
6725         }
6726
6727         switch(vid.renderpath)
6728         {
6729         case RENDERPATH_GL20:
6730         case RENDERPATH_D3D9:
6731         case RENDERPATH_D3D10:
6732         case RENDERPATH_D3D11:
6733         case RENDERPATH_SOFT:
6734         case RENDERPATH_GLES2:
6735                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6736                 {
6737                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6738                         {
6739                                 // build GLSL gamma texture
6740 #define RAMPWIDTH 256
6741                                 unsigned short ramp[RAMPWIDTH * 3];
6742                                 unsigned char rampbgr[RAMPWIDTH][4];
6743                                 int i;
6744
6745                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6746
6747                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6748                                 for(i = 0; i < RAMPWIDTH; ++i)
6749                                 {
6750                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6751                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6752                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6753                                         rampbgr[i][3] = 0;
6754                                 }
6755                                 if (r_texture_gammaramps)
6756                                 {
6757                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6758                                 }
6759                                 else
6760                                 {
6761                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6762                                 }
6763                         }
6764                 }
6765                 else
6766                 {
6767                         // remove GLSL gamma texture
6768                 }
6769                 break;
6770         case RENDERPATH_GL11:
6771         case RENDERPATH_GL13:
6772         case RENDERPATH_GLES1:
6773                 break;
6774         }
6775 }
6776
6777 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6778 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6779 /*
6780 ================
6781 R_SelectScene
6782 ================
6783 */
6784 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6785         if( scenetype != r_currentscenetype ) {
6786                 // store the old scenetype
6787                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6788                 r_currentscenetype = scenetype;
6789                 // move in the new scene
6790                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6791         }
6792 }
6793
6794 /*
6795 ================
6796 R_GetScenePointer
6797 ================
6798 */
6799 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6800 {
6801         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6802         if( scenetype == r_currentscenetype ) {
6803                 return &r_refdef.scene;
6804         } else {
6805                 return &r_scenes_store[ scenetype ];
6806         }
6807 }
6808
6809 int R_SortEntities_Compare(const void *ap, const void *bp)
6810 {
6811         const entity_render_t *a = *(const entity_render_t **)ap;
6812         const entity_render_t *b = *(const entity_render_t **)bp;
6813
6814         // 1. compare model
6815         if(a->model < b->model)
6816                 return -1;
6817         if(a->model > b->model)
6818                 return +1;
6819
6820         // 2. compare skin
6821         // TODO possibly calculate the REAL skinnum here first using
6822         // skinscenes?
6823         if(a->skinnum < b->skinnum)
6824                 return -1;
6825         if(a->skinnum > b->skinnum)
6826                 return +1;
6827
6828         // everything we compared is equal
6829         return 0;
6830 }
6831 void R_SortEntities(void)
6832 {
6833         // below or equal 2 ents, sorting never gains anything
6834         if(r_refdef.scene.numentities <= 2)
6835                 return;
6836         // sort
6837         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6838 }
6839
6840 /*
6841 ================
6842 R_RenderView
6843 ================
6844 */
6845 int dpsoftrast_test;
6846 extern void R_Shadow_UpdateBounceGridTexture(void);
6847 extern cvar_t r_shadow_bouncegrid;
6848 void R_RenderView(void)
6849 {
6850         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6851
6852         dpsoftrast_test = r_test.integer;
6853
6854         if (r_timereport_active)
6855                 R_TimeReport("start");
6856         r_textureframe++; // used only by R_GetCurrentTexture
6857         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6858
6859         if(R_CompileShader_CheckStaticParms())
6860                 R_GLSL_Restart_f();
6861
6862         if (!r_drawentities.integer)
6863                 r_refdef.scene.numentities = 0;
6864         else if (r_sortentities.integer)
6865                 R_SortEntities();
6866
6867         R_AnimCache_ClearCache();
6868         R_FrameData_NewFrame();
6869
6870         /* adjust for stereo display */
6871         if(R_Stereo_Active())
6872         {
6873                 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);
6874                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6875         }
6876
6877         if (r_refdef.view.isoverlay)
6878         {
6879                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6880                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6881                 R_TimeReport("depthclear");
6882
6883                 r_refdef.view.showdebug = false;
6884
6885                 r_waterstate.enabled = false;
6886                 r_waterstate.numwaterplanes = 0;
6887
6888                 R_RenderScene();
6889
6890                 r_refdef.view.matrix = originalmatrix;
6891
6892                 CHECKGLERROR
6893                 return;
6894         }
6895
6896         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6897         {
6898                 r_refdef.view.matrix = originalmatrix;
6899                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6900         }
6901
6902         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6903
6904         R_RenderView_UpdateViewVectors();
6905
6906         R_Shadow_UpdateWorldLightSelection();
6907
6908         R_Bloom_StartFrame();
6909         R_Water_StartFrame();
6910
6911         CHECKGLERROR
6912         if (r_timereport_active)
6913                 R_TimeReport("viewsetup");
6914
6915         R_ResetViewRendering3D();
6916
6917         if (r_refdef.view.clear || r_refdef.fogenabled)
6918         {
6919                 R_ClearScreen(r_refdef.fogenabled);
6920                 if (r_timereport_active)
6921                         R_TimeReport("viewclear");
6922         }
6923         r_refdef.view.clear = true;
6924
6925         // this produces a bloom texture to be used in R_BlendView() later
6926         if (r_bloomstate.hdr)
6927         {
6928                 R_HDR_RenderBloomTexture();
6929                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6930                 r_textureframe++; // used only by R_GetCurrentTexture
6931         }
6932
6933         r_refdef.view.showdebug = true;
6934
6935         R_View_Update();
6936         if (r_timereport_active)
6937                 R_TimeReport("visibility");
6938
6939         R_Shadow_UpdateBounceGridTexture();
6940         if (r_timereport_active && r_shadow_bouncegrid.integer)
6941                 R_TimeReport("bouncegrid");
6942
6943         r_waterstate.numwaterplanes = 0;
6944         if (r_waterstate.enabled)
6945                 R_RenderWaterPlanes();
6946
6947         R_RenderScene();
6948         r_waterstate.numwaterplanes = 0;
6949
6950         R_BlendView();
6951         if (r_timereport_active)
6952                 R_TimeReport("blendview");
6953
6954         GL_Scissor(0, 0, vid.width, vid.height);
6955         GL_ScissorTest(false);
6956
6957         r_refdef.view.matrix = originalmatrix;
6958
6959         CHECKGLERROR
6960 }
6961
6962 void R_RenderWaterPlanes(void)
6963 {
6964         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6965         {
6966                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6967                 if (r_timereport_active)
6968                         R_TimeReport("waterworld");
6969         }
6970
6971         // don't let sound skip if going slow
6972         if (r_refdef.scene.extraupdate)
6973                 S_ExtraUpdate ();
6974
6975         R_DrawModelsAddWaterPlanes();
6976         if (r_timereport_active)
6977                 R_TimeReport("watermodels");
6978
6979         if (r_waterstate.numwaterplanes)
6980         {
6981                 R_Water_ProcessPlanes();
6982                 if (r_timereport_active)
6983                         R_TimeReport("waterscenes");
6984         }
6985 }
6986
6987 extern void R_DrawLightningBeams (void);
6988 extern void VM_CL_AddPolygonsToMeshQueue (void);
6989 extern void R_DrawPortals (void);
6990 extern cvar_t cl_locs_show;
6991 static void R_DrawLocs(void);
6992 static void R_DrawEntityBBoxes(void);
6993 static void R_DrawModelDecals(void);
6994 extern void R_DrawModelShadows(void);
6995 extern void R_DrawModelShadowMaps(void);
6996 extern cvar_t cl_decals_newsystem;
6997 extern qboolean r_shadow_usingdeferredprepass;
6998 void R_RenderScene(void)
6999 {
7000         qboolean shadowmapping = false;
7001
7002         if (r_timereport_active)
7003                 R_TimeReport("beginscene");
7004
7005         r_refdef.stats.renders++;
7006
7007         R_UpdateFog();
7008
7009         // don't let sound skip if going slow
7010         if (r_refdef.scene.extraupdate)
7011                 S_ExtraUpdate ();
7012
7013         R_MeshQueue_BeginScene();
7014
7015         R_SkyStartFrame();
7016
7017         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);
7018
7019         if (r_timereport_active)
7020                 R_TimeReport("skystartframe");
7021
7022         if (cl.csqc_vidvars.drawworld)
7023         {
7024                 // don't let sound skip if going slow
7025                 if (r_refdef.scene.extraupdate)
7026                         S_ExtraUpdate ();
7027
7028                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7029                 {
7030                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7031                         if (r_timereport_active)
7032                                 R_TimeReport("worldsky");
7033                 }
7034
7035                 if (R_DrawBrushModelsSky() && r_timereport_active)
7036                         R_TimeReport("bmodelsky");
7037
7038                 if (skyrendermasked && skyrenderlater)
7039                 {
7040                         // we have to force off the water clipping plane while rendering sky
7041                         R_SetupView(false);
7042                         R_Sky();
7043                         R_SetupView(true);
7044                         if (r_timereport_active)
7045                                 R_TimeReport("sky");
7046                 }
7047         }
7048
7049         R_AnimCache_CacheVisibleEntities();
7050         if (r_timereport_active)
7051                 R_TimeReport("animation");
7052
7053         R_Shadow_PrepareLights();
7054         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7055                 R_Shadow_PrepareModelShadows();
7056         if (r_timereport_active)
7057                 R_TimeReport("preparelights");
7058
7059         if (R_Shadow_ShadowMappingEnabled())
7060                 shadowmapping = true;
7061
7062         if (r_shadow_usingdeferredprepass)
7063                 R_Shadow_DrawPrepass();
7064
7065         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7066         {
7067                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7068                 if (r_timereport_active)
7069                         R_TimeReport("worlddepth");
7070         }
7071         if (r_depthfirst.integer >= 2)
7072         {
7073                 R_DrawModelsDepth();
7074                 if (r_timereport_active)
7075                         R_TimeReport("modeldepth");
7076         }
7077
7078         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7079         {
7080                 R_DrawModelShadowMaps();
7081                 R_ResetViewRendering3D();
7082                 // don't let sound skip if going slow
7083                 if (r_refdef.scene.extraupdate)
7084                         S_ExtraUpdate ();
7085         }
7086
7087         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7088         {
7089                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7090                 if (r_timereport_active)
7091                         R_TimeReport("world");
7092         }
7093
7094         // don't let sound skip if going slow
7095         if (r_refdef.scene.extraupdate)
7096                 S_ExtraUpdate ();
7097
7098         R_DrawModels();
7099         if (r_timereport_active)
7100                 R_TimeReport("models");
7101
7102         // don't let sound skip if going slow
7103         if (r_refdef.scene.extraupdate)
7104                 S_ExtraUpdate ();
7105
7106         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7107         {
7108                 R_DrawModelShadows();
7109                 R_ResetViewRendering3D();
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_DrawModelShadows();
7129                 R_ResetViewRendering3D();
7130                 // don't let sound skip if going slow
7131                 if (r_refdef.scene.extraupdate)
7132                         S_ExtraUpdate ();
7133         }
7134
7135         if (cl.csqc_vidvars.drawworld)
7136         {
7137                 if (cl_decals_newsystem.integer)
7138                 {
7139                         R_DrawModelDecals();
7140                         if (r_timereport_active)
7141                                 R_TimeReport("modeldecals");
7142                 }
7143                 else
7144                 {
7145                         R_DrawDecals();
7146                         if (r_timereport_active)
7147                                 R_TimeReport("decals");
7148                 }
7149
7150                 R_DrawParticles();
7151                 if (r_timereport_active)
7152                         R_TimeReport("particles");
7153
7154                 R_DrawExplosions();
7155                 if (r_timereport_active)
7156                         R_TimeReport("explosions");
7157
7158                 R_DrawLightningBeams();
7159                 if (r_timereport_active)
7160                         R_TimeReport("lightning");
7161         }
7162
7163         VM_CL_AddPolygonsToMeshQueue();
7164
7165         if (r_refdef.view.showdebug)
7166         {
7167                 if (cl_locs_show.integer)
7168                 {
7169                         R_DrawLocs();
7170                         if (r_timereport_active)
7171                                 R_TimeReport("showlocs");
7172                 }
7173
7174                 if (r_drawportals.integer)
7175                 {
7176                         R_DrawPortals();
7177                         if (r_timereport_active)
7178                                 R_TimeReport("portals");
7179                 }
7180
7181                 if (r_showbboxes.value > 0)
7182                 {
7183                         R_DrawEntityBBoxes();
7184                         if (r_timereport_active)
7185                                 R_TimeReport("bboxes");
7186                 }
7187         }
7188
7189         if (r_transparent.integer)
7190         {
7191                 R_MeshQueue_RenderTransparent();
7192                 if (r_timereport_active)
7193                         R_TimeReport("drawtrans");
7194         }
7195
7196         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))
7197         {
7198                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7199                 if (r_timereport_active)
7200                         R_TimeReport("worlddebug");
7201                 R_DrawModelsDebug();
7202                 if (r_timereport_active)
7203                         R_TimeReport("modeldebug");
7204         }
7205
7206         if (cl.csqc_vidvars.drawworld)
7207         {
7208                 R_Shadow_DrawCoronas();
7209                 if (r_timereport_active)
7210                         R_TimeReport("coronas");
7211         }
7212
7213 #if 0
7214         {
7215                 GL_DepthTest(false);
7216                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7217                 GL_Color(1, 1, 1, 1);
7218                 qglBegin(GL_POLYGON);
7219                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7220                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7221                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7222                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7223                 qglEnd();
7224                 qglBegin(GL_POLYGON);
7225                 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]);
7226                 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]);
7227                 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]);
7228                 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]);
7229                 qglEnd();
7230                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7231         }
7232 #endif
7233
7234         // don't let sound skip if going slow
7235         if (r_refdef.scene.extraupdate)
7236                 S_ExtraUpdate ();
7237
7238         R_ResetViewRendering2D();
7239 }
7240
7241 static const unsigned short bboxelements[36] =
7242 {
7243         5, 1, 3, 5, 3, 7,
7244         6, 2, 0, 6, 0, 4,
7245         7, 3, 2, 7, 2, 6,
7246         4, 0, 1, 4, 1, 5,
7247         4, 5, 7, 4, 7, 6,
7248         1, 0, 2, 1, 2, 3,
7249 };
7250
7251 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7252 {
7253         int i;
7254         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7255
7256         RSurf_ActiveWorldEntity();
7257
7258         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7259         GL_DepthMask(false);
7260         GL_DepthRange(0, 1);
7261         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7262 //      R_Mesh_ResetTextureState();
7263
7264         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7265         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7266         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7267         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7268         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7269         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7270         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7271         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7272         R_FillColors(color4f, 8, cr, cg, cb, ca);
7273         if (r_refdef.fogenabled)
7274         {
7275                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7276                 {
7277                         f1 = RSurf_FogVertex(v);
7278                         f2 = 1 - f1;
7279                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7280                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7281                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7282                 }
7283         }
7284         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7285         R_Mesh_ResetTextureState();
7286         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7287         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7288 }
7289
7290 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7291 {
7292         int i;
7293         float color[4];
7294         prvm_edict_t *edict;
7295         prvm_prog_t *prog_save = prog;
7296
7297         // this function draws bounding boxes of server entities
7298         if (!sv.active)
7299                 return;
7300
7301         GL_CullFace(GL_NONE);
7302         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7303
7304         prog = 0;
7305         SV_VM_Begin();
7306         for (i = 0;i < numsurfaces;i++)
7307         {
7308                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7309                 switch ((int)PRVM_serveredictfloat(edict, solid))
7310                 {
7311                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7312                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7313                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7314                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7315                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7316                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7317                 }
7318                 color[3] *= r_showbboxes.value;
7319                 color[3] = bound(0, color[3], 1);
7320                 GL_DepthTest(!r_showdisabledepthtest.integer);
7321                 GL_CullFace(r_refdef.view.cullface_front);
7322                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7323         }
7324         SV_VM_End();
7325         prog = prog_save;
7326 }
7327
7328 static void R_DrawEntityBBoxes(void)
7329 {
7330         int i;
7331         prvm_edict_t *edict;
7332         vec3_t center;
7333         prvm_prog_t *prog_save = prog;
7334
7335         // this function draws bounding boxes of server entities
7336         if (!sv.active)
7337                 return;
7338
7339         prog = 0;
7340         SV_VM_Begin();
7341         for (i = 0;i < prog->num_edicts;i++)
7342         {
7343                 edict = PRVM_EDICT_NUM(i);
7344                 if (edict->priv.server->free)
7345                         continue;
7346                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7347                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7348                         continue;
7349                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7350                         continue;
7351                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7352                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7353         }
7354         SV_VM_End();
7355         prog = prog_save;
7356 }
7357
7358 static const int nomodelelement3i[24] =
7359 {
7360         5, 2, 0,
7361         5, 1, 2,
7362         5, 0, 3,
7363         5, 3, 1,
7364         0, 2, 4,
7365         2, 1, 4,
7366         3, 0, 4,
7367         1, 3, 4
7368 };
7369
7370 static const unsigned short nomodelelement3s[24] =
7371 {
7372         5, 2, 0,
7373         5, 1, 2,
7374         5, 0, 3,
7375         5, 3, 1,
7376         0, 2, 4,
7377         2, 1, 4,
7378         3, 0, 4,
7379         1, 3, 4
7380 };
7381
7382 static const float nomodelvertex3f[6*3] =
7383 {
7384         -16,   0,   0,
7385          16,   0,   0,
7386           0, -16,   0,
7387           0,  16,   0,
7388           0,   0, -16,
7389           0,   0,  16
7390 };
7391
7392 static const float nomodelcolor4f[6*4] =
7393 {
7394         0.0f, 0.0f, 0.5f, 1.0f,
7395         0.0f, 0.0f, 0.5f, 1.0f,
7396         0.0f, 0.5f, 0.0f, 1.0f,
7397         0.0f, 0.5f, 0.0f, 1.0f,
7398         0.5f, 0.0f, 0.0f, 1.0f,
7399         0.5f, 0.0f, 0.0f, 1.0f
7400 };
7401
7402 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7403 {
7404         int i;
7405         float f1, f2, *c;
7406         float color4f[6*4];
7407
7408         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);
7409
7410         // this is only called once per entity so numsurfaces is always 1, and
7411         // surfacelist is always {0}, so this code does not handle batches
7412
7413         if (rsurface.ent_flags & RENDER_ADDITIVE)
7414         {
7415                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7416                 GL_DepthMask(false);
7417         }
7418         else if (rsurface.colormod[3] < 1)
7419         {
7420                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7421                 GL_DepthMask(false);
7422         }
7423         else
7424         {
7425                 GL_BlendFunc(GL_ONE, GL_ZERO);
7426                 GL_DepthMask(true);
7427         }
7428         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7429         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7430         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7431         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7432         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7433         for (i = 0, c = color4f;i < 6;i++, c += 4)
7434         {
7435                 c[0] *= rsurface.colormod[0];
7436                 c[1] *= rsurface.colormod[1];
7437                 c[2] *= rsurface.colormod[2];
7438                 c[3] *= rsurface.colormod[3];
7439         }
7440         if (r_refdef.fogenabled)
7441         {
7442                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7443                 {
7444                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7445                         f2 = 1 - f1;
7446                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7447                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7448                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7449                 }
7450         }
7451 //      R_Mesh_ResetTextureState();
7452         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7453         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7454         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7455 }
7456
7457 void R_DrawNoModel(entity_render_t *ent)
7458 {
7459         vec3_t org;
7460         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7461         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7462                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7463         else
7464                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7465 }
7466
7467 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7468 {
7469         vec3_t right1, right2, diff, normal;
7470
7471         VectorSubtract (org2, org1, normal);
7472
7473         // calculate 'right' vector for start
7474         VectorSubtract (r_refdef.view.origin, org1, diff);
7475         CrossProduct (normal, diff, right1);
7476         VectorNormalize (right1);
7477
7478         // calculate 'right' vector for end
7479         VectorSubtract (r_refdef.view.origin, org2, diff);
7480         CrossProduct (normal, diff, right2);
7481         VectorNormalize (right2);
7482
7483         vert[ 0] = org1[0] + width * right1[0];
7484         vert[ 1] = org1[1] + width * right1[1];
7485         vert[ 2] = org1[2] + width * right1[2];
7486         vert[ 3] = org1[0] - width * right1[0];
7487         vert[ 4] = org1[1] - width * right1[1];
7488         vert[ 5] = org1[2] - width * right1[2];
7489         vert[ 6] = org2[0] - width * right2[0];
7490         vert[ 7] = org2[1] - width * right2[1];
7491         vert[ 8] = org2[2] - width * right2[2];
7492         vert[ 9] = org2[0] + width * right2[0];
7493         vert[10] = org2[1] + width * right2[1];
7494         vert[11] = org2[2] + width * right2[2];
7495 }
7496
7497 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)
7498 {
7499         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7500         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7501         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7502         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7503         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7504         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7505         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7506         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7507         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7508         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7509         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7510         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7511 }
7512
7513 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7514 {
7515         int i;
7516         float *vertex3f;
7517         float v[3];
7518         VectorSet(v, x, y, z);
7519         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7520                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7521                         break;
7522         if (i == mesh->numvertices)
7523         {
7524                 if (mesh->numvertices < mesh->maxvertices)
7525                 {
7526                         VectorCopy(v, vertex3f);
7527                         mesh->numvertices++;
7528                 }
7529                 return mesh->numvertices;
7530         }
7531         else
7532                 return i;
7533 }
7534
7535 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7536 {
7537         int i;
7538         int *e, element[3];
7539         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7540         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7541         e = mesh->element3i + mesh->numtriangles * 3;
7542         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7543         {
7544                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7545                 if (mesh->numtriangles < mesh->maxtriangles)
7546                 {
7547                         *e++ = element[0];
7548                         *e++ = element[1];
7549                         *e++ = element[2];
7550                         mesh->numtriangles++;
7551                 }
7552                 element[1] = element[2];
7553         }
7554 }
7555
7556 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7557 {
7558         int i;
7559         int *e, element[3];
7560         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7561         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7562         e = mesh->element3i + mesh->numtriangles * 3;
7563         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7564         {
7565                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7566                 if (mesh->numtriangles < mesh->maxtriangles)
7567                 {
7568                         *e++ = element[0];
7569                         *e++ = element[1];
7570                         *e++ = element[2];
7571                         mesh->numtriangles++;
7572                 }
7573                 element[1] = element[2];
7574         }
7575 }
7576
7577 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7578 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7579 {
7580         int planenum, planenum2;
7581         int w;
7582         int tempnumpoints;
7583         mplane_t *plane, *plane2;
7584         double maxdist;
7585         double temppoints[2][256*3];
7586         // figure out how large a bounding box we need to properly compute this brush
7587         maxdist = 0;
7588         for (w = 0;w < numplanes;w++)
7589                 maxdist = max(maxdist, fabs(planes[w].dist));
7590         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7591         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7592         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7593         {
7594                 w = 0;
7595                 tempnumpoints = 4;
7596                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7597                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7598                 {
7599                         if (planenum2 == planenum)
7600                                 continue;
7601                         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);
7602                         w = !w;
7603                 }
7604                 if (tempnumpoints < 3)
7605                         continue;
7606                 // generate elements forming a triangle fan for this polygon
7607                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7608         }
7609 }
7610
7611 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)
7612 {
7613         texturelayer_t *layer;
7614         layer = t->currentlayers + t->currentnumlayers++;
7615         layer->type = type;
7616         layer->depthmask = depthmask;
7617         layer->blendfunc1 = blendfunc1;
7618         layer->blendfunc2 = blendfunc2;
7619         layer->texture = texture;
7620         layer->texmatrix = *matrix;
7621         layer->color[0] = r;
7622         layer->color[1] = g;
7623         layer->color[2] = b;
7624         layer->color[3] = a;
7625 }
7626
7627 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7628 {
7629         if(parms[0] == 0 && parms[1] == 0)
7630                 return false;
7631         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7632                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7633                         return false;
7634         return true;
7635 }
7636
7637 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7638 {
7639         double index, f;
7640         index = parms[2] + rsurface.shadertime * parms[3];
7641         index -= floor(index);
7642         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7643         {
7644         default:
7645         case Q3WAVEFUNC_NONE:
7646         case Q3WAVEFUNC_NOISE:
7647         case Q3WAVEFUNC_COUNT:
7648                 f = 0;
7649                 break;
7650         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7651         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7652         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7653         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7654         case Q3WAVEFUNC_TRIANGLE:
7655                 index *= 4;
7656                 f = index - floor(index);
7657                 if (index < 1)
7658                 {
7659                         // f = f;
7660                 }
7661                 else if (index < 2)
7662                         f = 1 - f;
7663                 else if (index < 3)
7664                         f = -f;
7665                 else
7666                         f = -(1 - f);
7667                 break;
7668         }
7669         f = parms[0] + parms[1] * f;
7670         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7671                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7672         return (float) f;
7673 }
7674
7675 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7676 {
7677         int w, h, idx;
7678         double f;
7679         double offsetd[2];
7680         float tcmat[12];
7681         matrix4x4_t matrix, temp;
7682         switch(tcmod->tcmod)
7683         {
7684                 case Q3TCMOD_COUNT:
7685                 case Q3TCMOD_NONE:
7686                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7687                                 matrix = r_waterscrollmatrix;
7688                         else
7689                                 matrix = identitymatrix;
7690                         break;
7691                 case Q3TCMOD_ENTITYTRANSLATE:
7692                         // this is used in Q3 to allow the gamecode to control texcoord
7693                         // scrolling on the entity, which is not supported in darkplaces yet.
7694                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7695                         break;
7696                 case Q3TCMOD_ROTATE:
7697                         f = tcmod->parms[0] * rsurface.shadertime;
7698                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7699                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7700                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7701                         break;
7702                 case Q3TCMOD_SCALE:
7703                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7704                         break;
7705                 case Q3TCMOD_SCROLL:
7706                         // extra care is needed because of precision breakdown with large values of time
7707                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7708                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7709                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7710                         break;
7711                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7712                         w = (int) tcmod->parms[0];
7713                         h = (int) tcmod->parms[1];
7714                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7715                         f = f - floor(f);
7716                         idx = (int) floor(f * w * h);
7717                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7718                         break;
7719                 case Q3TCMOD_STRETCH:
7720                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7721                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7722                         break;
7723                 case Q3TCMOD_TRANSFORM:
7724                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7725                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7726                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7727                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7728                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7729                         break;
7730                 case Q3TCMOD_TURBULENT:
7731                         // this is handled in the RSurf_PrepareVertices function
7732                         matrix = identitymatrix;
7733                         break;
7734         }
7735         temp = *texmatrix;
7736         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7737 }
7738
7739 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7740 {
7741         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7742         char name[MAX_QPATH];
7743         skinframe_t *skinframe;
7744         unsigned char pixels[296*194];
7745         strlcpy(cache->name, skinname, sizeof(cache->name));
7746         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7747         if (developer_loading.integer)
7748                 Con_Printf("loading %s\n", name);
7749         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7750         if (!skinframe || !skinframe->base)
7751         {
7752                 unsigned char *f;
7753                 fs_offset_t filesize;
7754                 skinframe = NULL;
7755                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7756                 if (f)
7757                 {
7758                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7759                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7760                         Mem_Free(f);
7761                 }
7762         }
7763         cache->skinframe = skinframe;
7764 }
7765
7766 texture_t *R_GetCurrentTexture(texture_t *t)
7767 {
7768         int i;
7769         const entity_render_t *ent = rsurface.entity;
7770         dp_model_t *model = ent->model;
7771         q3shaderinfo_layer_tcmod_t *tcmod;
7772
7773         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7774                 return t->currentframe;
7775         t->update_lastrenderframe = r_textureframe;
7776         t->update_lastrenderentity = (void *)ent;
7777
7778         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7779                 t->camera_entity = ent->entitynumber;
7780         else
7781                 t->camera_entity = 0;
7782
7783         // switch to an alternate material if this is a q1bsp animated material
7784         {
7785                 texture_t *texture = t;
7786                 int s = rsurface.ent_skinnum;
7787                 if ((unsigned int)s >= (unsigned int)model->numskins)
7788                         s = 0;
7789                 if (model->skinscenes)
7790                 {
7791                         if (model->skinscenes[s].framecount > 1)
7792                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7793                         else
7794                                 s = model->skinscenes[s].firstframe;
7795                 }
7796                 if (s > 0)
7797                         t = t + s * model->num_surfaces;
7798                 if (t->animated)
7799                 {
7800                         // use an alternate animation if the entity's frame is not 0,
7801                         // and only if the texture has an alternate animation
7802                         if (rsurface.ent_alttextures && t->anim_total[1])
7803                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7804                         else
7805                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7806                 }
7807                 texture->currentframe = t;
7808         }
7809
7810         // update currentskinframe to be a qw skin or animation frame
7811         if (rsurface.ent_qwskin >= 0)
7812         {
7813                 i = rsurface.ent_qwskin;
7814                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7815                 {
7816                         r_qwskincache_size = cl.maxclients;
7817                         if (r_qwskincache)
7818                                 Mem_Free(r_qwskincache);
7819                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7820                 }
7821                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7822                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7823                 t->currentskinframe = r_qwskincache[i].skinframe;
7824                 if (t->currentskinframe == NULL)
7825                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7826         }
7827         else if (t->numskinframes >= 2)
7828                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7829         if (t->backgroundnumskinframes >= 2)
7830                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7831
7832         t->currentmaterialflags = t->basematerialflags;
7833         t->currentalpha = rsurface.colormod[3];
7834         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7835                 t->currentalpha *= r_wateralpha.value;
7836         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7837                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7838         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7839                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7840         if (!(rsurface.ent_flags & RENDER_LIGHT))
7841                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7842         else if (FAKELIGHT_ENABLED)
7843         {
7844                 // no modellight if using fakelight for the map
7845         }
7846         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7847         {
7848                 // pick a model lighting mode
7849                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7850                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7851                 else
7852                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7853         }
7854         if (rsurface.ent_flags & RENDER_ADDITIVE)
7855                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7856         else if (t->currentalpha < 1)
7857                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7858         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7859                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7860         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7861                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7862         if (t->backgroundnumskinframes)
7863                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7864         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7865         {
7866                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7867                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7868         }
7869         else
7870                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7871         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7872         {
7873                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7874                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7875         }
7876         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7877                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7878
7879         // there is no tcmod
7880         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7881         {
7882                 t->currenttexmatrix = r_waterscrollmatrix;
7883                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7884         }
7885         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7886         {
7887                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7888                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7889         }
7890
7891         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7892                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7893         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7894                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7895
7896         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7897         if (t->currentskinframe->qpixels)
7898                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7899         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7900         if (!t->basetexture)
7901                 t->basetexture = r_texture_notexture;
7902         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7903         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7904         t->nmaptexture = t->currentskinframe->nmap;
7905         if (!t->nmaptexture)
7906                 t->nmaptexture = r_texture_blanknormalmap;
7907         t->glosstexture = r_texture_black;
7908         t->glowtexture = t->currentskinframe->glow;
7909         t->fogtexture = t->currentskinframe->fog;
7910         t->reflectmasktexture = t->currentskinframe->reflect;
7911         if (t->backgroundnumskinframes)
7912         {
7913                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7914                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7915                 t->backgroundglosstexture = r_texture_black;
7916                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7917                 if (!t->backgroundnmaptexture)
7918                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7919         }
7920         else
7921         {
7922                 t->backgroundbasetexture = r_texture_white;
7923                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7924                 t->backgroundglosstexture = r_texture_black;
7925                 t->backgroundglowtexture = NULL;
7926         }
7927         t->specularpower = r_shadow_glossexponent.value;
7928         // TODO: store reference values for these in the texture?
7929         t->specularscale = 0;
7930         if (r_shadow_gloss.integer > 0)
7931         {
7932                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7933                 {
7934                         if (r_shadow_glossintensity.value > 0)
7935                         {
7936                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7937                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7938                                 t->specularscale = r_shadow_glossintensity.value;
7939                         }
7940                 }
7941                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7942                 {
7943                         t->glosstexture = r_texture_white;
7944                         t->backgroundglosstexture = r_texture_white;
7945                         t->specularscale = r_shadow_gloss2intensity.value;
7946                         t->specularpower = r_shadow_gloss2exponent.value;
7947                 }
7948         }
7949         t->specularscale *= t->specularscalemod;
7950         t->specularpower *= t->specularpowermod;
7951         t->rtlightambient = 0;
7952
7953         // lightmaps mode looks bad with dlights using actual texturing, so turn
7954         // off the colormap and glossmap, but leave the normalmap on as it still
7955         // accurately represents the shading involved
7956         if (gl_lightmaps.integer)
7957         {
7958                 t->basetexture = r_texture_grey128;
7959                 t->pantstexture = r_texture_black;
7960                 t->shirttexture = r_texture_black;
7961                 t->nmaptexture = r_texture_blanknormalmap;
7962                 t->glosstexture = r_texture_black;
7963                 t->glowtexture = NULL;
7964                 t->fogtexture = NULL;
7965                 t->reflectmasktexture = NULL;
7966                 t->backgroundbasetexture = NULL;
7967                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7968                 t->backgroundglosstexture = r_texture_black;
7969                 t->backgroundglowtexture = NULL;
7970                 t->specularscale = 0;
7971                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7972         }
7973
7974         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7975         VectorClear(t->dlightcolor);
7976         t->currentnumlayers = 0;
7977         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7978         {
7979                 int blendfunc1, blendfunc2;
7980                 qboolean depthmask;
7981                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7982                 {
7983                         blendfunc1 = GL_SRC_ALPHA;
7984                         blendfunc2 = GL_ONE;
7985                 }
7986                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7987                 {
7988                         blendfunc1 = GL_SRC_ALPHA;
7989                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7990                 }
7991                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7992                 {
7993                         blendfunc1 = t->customblendfunc[0];
7994                         blendfunc2 = t->customblendfunc[1];
7995                 }
7996                 else
7997                 {
7998                         blendfunc1 = GL_ONE;
7999                         blendfunc2 = GL_ZERO;
8000                 }
8001                 // don't colormod evilblend textures
8002                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8003                         VectorSet(t->lightmapcolor, 1, 1, 1);
8004                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8005                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8006                 {
8007                         // fullbright is not affected by r_refdef.lightmapintensity
8008                         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]);
8009                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8010                                 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]);
8011                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8012                                 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]);
8013                 }
8014                 else
8015                 {
8016                         vec3_t ambientcolor;
8017                         float colorscale;
8018                         // set the color tint used for lights affecting this surface
8019                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8020                         colorscale = 2;
8021                         // q3bsp has no lightmap updates, so the lightstylevalue that
8022                         // would normally be baked into the lightmap must be
8023                         // applied to the color
8024                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8025                         if (model->type == mod_brushq3)
8026                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8027                         colorscale *= r_refdef.lightmapintensity;
8028                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8029                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8030                         // basic lit geometry
8031                         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]);
8032                         // add pants/shirt if needed
8033                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8034                                 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]);
8035                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8036                                 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]);
8037                         // now add ambient passes if needed
8038                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8039                         {
8040                                 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]);
8041                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8042                                         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]);
8043                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8044                                         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]);
8045                         }
8046                 }
8047                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8048                         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]);
8049                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8050                 {
8051                         // if this is opaque use alpha blend which will darken the earlier
8052                         // passes cheaply.
8053                         //
8054                         // if this is an alpha blended material, all the earlier passes
8055                         // were darkened by fog already, so we only need to add the fog
8056                         // color ontop through the fog mask texture
8057                         //
8058                         // if this is an additive blended material, all the earlier passes
8059                         // were darkened by fog already, and we should not add fog color
8060                         // (because the background was not darkened, there is no fog color
8061                         // that was lost behind it).
8062                         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]);
8063                 }
8064         }
8065
8066         return t->currentframe;
8067 }
8068
8069 rsurfacestate_t rsurface;
8070
8071 void RSurf_ActiveWorldEntity(void)
8072 {
8073         dp_model_t *model = r_refdef.scene.worldmodel;
8074         //if (rsurface.entity == r_refdef.scene.worldentity)
8075         //      return;
8076         rsurface.entity = r_refdef.scene.worldentity;
8077         rsurface.skeleton = NULL;
8078         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8079         rsurface.ent_skinnum = 0;
8080         rsurface.ent_qwskin = -1;
8081         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8082         rsurface.shadertime = r_refdef.scene.time;
8083         rsurface.matrix = identitymatrix;
8084         rsurface.inversematrix = identitymatrix;
8085         rsurface.matrixscale = 1;
8086         rsurface.inversematrixscale = 1;
8087         R_EntityMatrix(&identitymatrix);
8088         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8089         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8090         rsurface.fograngerecip = r_refdef.fograngerecip;
8091         rsurface.fogheightfade = r_refdef.fogheightfade;
8092         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8093         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8094         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8095         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8096         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8097         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8098         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8099         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8100         rsurface.colormod[3] = 1;
8101         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);
8102         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8103         rsurface.frameblend[0].lerp = 1;
8104         rsurface.ent_alttextures = false;
8105         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8106         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8107         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8108         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8109         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8110         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8111         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8112         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8113         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8114         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8115         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8116         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8117         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8118         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8119         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8120         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8121         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8122         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8123         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8124         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8125         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8126         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8127         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8128         rsurface.modelelement3i = model->surfmesh.data_element3i;
8129         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8130         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8131         rsurface.modelelement3s = model->surfmesh.data_element3s;
8132         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8133         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8134         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8135         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8136         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8137         rsurface.modelsurfaces = model->data_surfaces;
8138         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8139         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8140         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8141         rsurface.modelgeneratedvertex = false;
8142         rsurface.batchgeneratedvertex = false;
8143         rsurface.batchfirstvertex = 0;
8144         rsurface.batchnumvertices = 0;
8145         rsurface.batchfirsttriangle = 0;
8146         rsurface.batchnumtriangles = 0;
8147         rsurface.batchvertex3f  = NULL;
8148         rsurface.batchvertex3f_vertexbuffer = NULL;
8149         rsurface.batchvertex3f_bufferoffset = 0;
8150         rsurface.batchsvector3f = NULL;
8151         rsurface.batchsvector3f_vertexbuffer = NULL;
8152         rsurface.batchsvector3f_bufferoffset = 0;
8153         rsurface.batchtvector3f = NULL;
8154         rsurface.batchtvector3f_vertexbuffer = NULL;
8155         rsurface.batchtvector3f_bufferoffset = 0;
8156         rsurface.batchnormal3f  = NULL;
8157         rsurface.batchnormal3f_vertexbuffer = NULL;
8158         rsurface.batchnormal3f_bufferoffset = 0;
8159         rsurface.batchlightmapcolor4f = NULL;
8160         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8161         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8162         rsurface.batchtexcoordtexture2f = NULL;
8163         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8164         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8165         rsurface.batchtexcoordlightmap2f = NULL;
8166         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8167         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8168         rsurface.batchvertexmesh = NULL;
8169         rsurface.batchvertexmeshbuffer = NULL;
8170         rsurface.batchvertex3fbuffer = NULL;
8171         rsurface.batchelement3i = NULL;
8172         rsurface.batchelement3i_indexbuffer = NULL;
8173         rsurface.batchelement3i_bufferoffset = 0;
8174         rsurface.batchelement3s = NULL;
8175         rsurface.batchelement3s_indexbuffer = NULL;
8176         rsurface.batchelement3s_bufferoffset = 0;
8177         rsurface.passcolor4f = NULL;
8178         rsurface.passcolor4f_vertexbuffer = NULL;
8179         rsurface.passcolor4f_bufferoffset = 0;
8180 }
8181
8182 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8183 {
8184         dp_model_t *model = ent->model;
8185         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8186         //      return;
8187         rsurface.entity = (entity_render_t *)ent;
8188         rsurface.skeleton = ent->skeleton;
8189         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8190         rsurface.ent_skinnum = ent->skinnum;
8191         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;
8192         rsurface.ent_flags = ent->flags;
8193         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8194         rsurface.matrix = ent->matrix;
8195         rsurface.inversematrix = ent->inversematrix;
8196         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8197         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8198         R_EntityMatrix(&rsurface.matrix);
8199         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8200         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8201         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8202         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8203         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8204         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8205         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8206         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8207         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8208         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8209         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8210         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8211         rsurface.colormod[3] = ent->alpha;
8212         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8213         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8214         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8215         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8216         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8217         if (ent->model->brush.submodel && !prepass)
8218         {
8219                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8220                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8221         }
8222         if (model->surfmesh.isanimated && model->AnimateVertices)
8223         {
8224                 if (ent->animcache_vertex3f)
8225                 {
8226                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8227                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8228                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8229                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8230                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8231                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8232                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8233                 }
8234                 else if (wanttangents)
8235                 {
8236                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8237                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8238                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8240                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8241                         rsurface.modelvertexmesh = NULL;
8242                         rsurface.modelvertexmeshbuffer = NULL;
8243                         rsurface.modelvertex3fbuffer = NULL;
8244                 }
8245                 else if (wantnormals)
8246                 {
8247                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8248                         rsurface.modelsvector3f = NULL;
8249                         rsurface.modeltvector3f = NULL;
8250                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8251                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8252                         rsurface.modelvertexmesh = NULL;
8253                         rsurface.modelvertexmeshbuffer = NULL;
8254                         rsurface.modelvertex3fbuffer = NULL;
8255                 }
8256                 else
8257                 {
8258                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8259                         rsurface.modelsvector3f = NULL;
8260                         rsurface.modeltvector3f = NULL;
8261                         rsurface.modelnormal3f = NULL;
8262                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8263                         rsurface.modelvertexmesh = NULL;
8264                         rsurface.modelvertexmeshbuffer = NULL;
8265                         rsurface.modelvertex3fbuffer = NULL;
8266                 }
8267                 rsurface.modelvertex3f_vertexbuffer = 0;
8268                 rsurface.modelvertex3f_bufferoffset = 0;
8269                 rsurface.modelsvector3f_vertexbuffer = 0;
8270                 rsurface.modelsvector3f_bufferoffset = 0;
8271                 rsurface.modeltvector3f_vertexbuffer = 0;
8272                 rsurface.modeltvector3f_bufferoffset = 0;
8273                 rsurface.modelnormal3f_vertexbuffer = 0;
8274                 rsurface.modelnormal3f_bufferoffset = 0;
8275                 rsurface.modelgeneratedvertex = true;
8276         }
8277         else
8278         {
8279                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8280                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8281                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8282                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8283                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8285                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8286                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8287                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8288                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8289                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8290                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8291                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8292                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8293                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8294                 rsurface.modelgeneratedvertex = false;
8295         }
8296         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8297         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8298         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8299         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8300         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8301         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8302         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8303         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8304         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8305         rsurface.modelelement3i = model->surfmesh.data_element3i;
8306         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8307         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8308         rsurface.modelelement3s = model->surfmesh.data_element3s;
8309         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8310         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8311         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8312         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8313         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8314         rsurface.modelsurfaces = model->data_surfaces;
8315         rsurface.batchgeneratedvertex = false;
8316         rsurface.batchfirstvertex = 0;
8317         rsurface.batchnumvertices = 0;
8318         rsurface.batchfirsttriangle = 0;
8319         rsurface.batchnumtriangles = 0;
8320         rsurface.batchvertex3f  = NULL;
8321         rsurface.batchvertex3f_vertexbuffer = NULL;
8322         rsurface.batchvertex3f_bufferoffset = 0;
8323         rsurface.batchsvector3f = NULL;
8324         rsurface.batchsvector3f_vertexbuffer = NULL;
8325         rsurface.batchsvector3f_bufferoffset = 0;
8326         rsurface.batchtvector3f = NULL;
8327         rsurface.batchtvector3f_vertexbuffer = NULL;
8328         rsurface.batchtvector3f_bufferoffset = 0;
8329         rsurface.batchnormal3f  = NULL;
8330         rsurface.batchnormal3f_vertexbuffer = NULL;
8331         rsurface.batchnormal3f_bufferoffset = 0;
8332         rsurface.batchlightmapcolor4f = NULL;
8333         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8334         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8335         rsurface.batchtexcoordtexture2f = NULL;
8336         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8337         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8338         rsurface.batchtexcoordlightmap2f = NULL;
8339         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8340         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8341         rsurface.batchvertexmesh = NULL;
8342         rsurface.batchvertexmeshbuffer = NULL;
8343         rsurface.batchvertex3fbuffer = NULL;
8344         rsurface.batchelement3i = NULL;
8345         rsurface.batchelement3i_indexbuffer = NULL;
8346         rsurface.batchelement3i_bufferoffset = 0;
8347         rsurface.batchelement3s = NULL;
8348         rsurface.batchelement3s_indexbuffer = NULL;
8349         rsurface.batchelement3s_bufferoffset = 0;
8350         rsurface.passcolor4f = NULL;
8351         rsurface.passcolor4f_vertexbuffer = NULL;
8352         rsurface.passcolor4f_bufferoffset = 0;
8353 }
8354
8355 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)
8356 {
8357         rsurface.entity = r_refdef.scene.worldentity;
8358         rsurface.skeleton = NULL;
8359         rsurface.ent_skinnum = 0;
8360         rsurface.ent_qwskin = -1;
8361         rsurface.ent_flags = entflags;
8362         rsurface.shadertime = r_refdef.scene.time - shadertime;
8363         rsurface.modelnumvertices = numvertices;
8364         rsurface.modelnumtriangles = numtriangles;
8365         rsurface.matrix = *matrix;
8366         rsurface.inversematrix = *inversematrix;
8367         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8368         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8369         R_EntityMatrix(&rsurface.matrix);
8370         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8371         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8372         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8373         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8374         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8375         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8376         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8377         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8378         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8379         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8380         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8381         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8382         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);
8383         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8384         rsurface.frameblend[0].lerp = 1;
8385         rsurface.ent_alttextures = false;
8386         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8387         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8388         if (wanttangents)
8389         {
8390                 rsurface.modelvertex3f = (float *)vertex3f;
8391                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8392                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8393                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8394         }
8395         else if (wantnormals)
8396         {
8397                 rsurface.modelvertex3f = (float *)vertex3f;
8398                 rsurface.modelsvector3f = NULL;
8399                 rsurface.modeltvector3f = NULL;
8400                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8401         }
8402         else
8403         {
8404                 rsurface.modelvertex3f = (float *)vertex3f;
8405                 rsurface.modelsvector3f = NULL;
8406                 rsurface.modeltvector3f = NULL;
8407                 rsurface.modelnormal3f = NULL;
8408         }
8409         rsurface.modelvertexmesh = NULL;
8410         rsurface.modelvertexmeshbuffer = NULL;
8411         rsurface.modelvertex3fbuffer = NULL;
8412         rsurface.modelvertex3f_vertexbuffer = 0;
8413         rsurface.modelvertex3f_bufferoffset = 0;
8414         rsurface.modelsvector3f_vertexbuffer = 0;
8415         rsurface.modelsvector3f_bufferoffset = 0;
8416         rsurface.modeltvector3f_vertexbuffer = 0;
8417         rsurface.modeltvector3f_bufferoffset = 0;
8418         rsurface.modelnormal3f_vertexbuffer = 0;
8419         rsurface.modelnormal3f_bufferoffset = 0;
8420         rsurface.modelgeneratedvertex = true;
8421         rsurface.modellightmapcolor4f  = (float *)color4f;
8422         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8423         rsurface.modellightmapcolor4f_bufferoffset = 0;
8424         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8425         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8426         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8427         rsurface.modeltexcoordlightmap2f  = NULL;
8428         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8429         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8430         rsurface.modelelement3i = (int *)element3i;
8431         rsurface.modelelement3i_indexbuffer = NULL;
8432         rsurface.modelelement3i_bufferoffset = 0;
8433         rsurface.modelelement3s = (unsigned short *)element3s;
8434         rsurface.modelelement3s_indexbuffer = NULL;
8435         rsurface.modelelement3s_bufferoffset = 0;
8436         rsurface.modellightmapoffsets = NULL;
8437         rsurface.modelsurfaces = NULL;
8438         rsurface.batchgeneratedvertex = false;
8439         rsurface.batchfirstvertex = 0;
8440         rsurface.batchnumvertices = 0;
8441         rsurface.batchfirsttriangle = 0;
8442         rsurface.batchnumtriangles = 0;
8443         rsurface.batchvertex3f  = NULL;
8444         rsurface.batchvertex3f_vertexbuffer = NULL;
8445         rsurface.batchvertex3f_bufferoffset = 0;
8446         rsurface.batchsvector3f = NULL;
8447         rsurface.batchsvector3f_vertexbuffer = NULL;
8448         rsurface.batchsvector3f_bufferoffset = 0;
8449         rsurface.batchtvector3f = NULL;
8450         rsurface.batchtvector3f_vertexbuffer = NULL;
8451         rsurface.batchtvector3f_bufferoffset = 0;
8452         rsurface.batchnormal3f  = NULL;
8453         rsurface.batchnormal3f_vertexbuffer = NULL;
8454         rsurface.batchnormal3f_bufferoffset = 0;
8455         rsurface.batchlightmapcolor4f = NULL;
8456         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8457         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8458         rsurface.batchtexcoordtexture2f = NULL;
8459         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8460         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8461         rsurface.batchtexcoordlightmap2f = NULL;
8462         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8463         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8464         rsurface.batchvertexmesh = NULL;
8465         rsurface.batchvertexmeshbuffer = NULL;
8466         rsurface.batchvertex3fbuffer = NULL;
8467         rsurface.batchelement3i = NULL;
8468         rsurface.batchelement3i_indexbuffer = NULL;
8469         rsurface.batchelement3i_bufferoffset = 0;
8470         rsurface.batchelement3s = NULL;
8471         rsurface.batchelement3s_indexbuffer = NULL;
8472         rsurface.batchelement3s_bufferoffset = 0;
8473         rsurface.passcolor4f = NULL;
8474         rsurface.passcolor4f_vertexbuffer = NULL;
8475         rsurface.passcolor4f_bufferoffset = 0;
8476
8477         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8478         {
8479                 if ((wantnormals || wanttangents) && !normal3f)
8480                 {
8481                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8482                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8483                 }
8484                 if (wanttangents && !svector3f)
8485                 {
8486                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8487                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8488                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8489                 }
8490         }
8491 }
8492
8493 float RSurf_FogPoint(const float *v)
8494 {
8495         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8496         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8497         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8498         float FogHeightFade = r_refdef.fogheightfade;
8499         float fogfrac;
8500         unsigned int fogmasktableindex;
8501         if (r_refdef.fogplaneviewabove)
8502                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8503         else
8504                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8505         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8506         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8507 }
8508
8509 float RSurf_FogVertex(const float *v)
8510 {
8511         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8512         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8513         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8514         float FogHeightFade = rsurface.fogheightfade;
8515         float fogfrac;
8516         unsigned int fogmasktableindex;
8517         if (r_refdef.fogplaneviewabove)
8518                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8519         else
8520                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8521         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8522         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8523 }
8524
8525 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8526 {
8527         int i;
8528         for (i = 0;i < numelements;i++)
8529                 outelement3i[i] = inelement3i[i] + adjust;
8530 }
8531
8532 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8533 extern cvar_t gl_vbo;
8534 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8535 {
8536         int deformindex;
8537         int firsttriangle;
8538         int numtriangles;
8539         int firstvertex;
8540         int endvertex;
8541         int numvertices;
8542         int surfacefirsttriangle;
8543         int surfacenumtriangles;
8544         int surfacefirstvertex;
8545         int surfaceendvertex;
8546         int surfacenumvertices;
8547         int batchnumvertices;
8548         int batchnumtriangles;
8549         int needsupdate;
8550         int i, j;
8551         qboolean gaps;
8552         qboolean dynamicvertex;
8553         float amplitude;
8554         float animpos;
8555         float scale;
8556         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8557         float waveparms[4];
8558         q3shaderinfo_deform_t *deform;
8559         const msurface_t *surface, *firstsurface;
8560         r_vertexmesh_t *vertexmesh;
8561         if (!texturenumsurfaces)
8562                 return;
8563         // find vertex range of this surface batch
8564         gaps = false;
8565         firstsurface = texturesurfacelist[0];
8566         firsttriangle = firstsurface->num_firsttriangle;
8567         batchnumvertices = 0;
8568         batchnumtriangles = 0;
8569         firstvertex = endvertex = firstsurface->num_firstvertex;
8570         for (i = 0;i < texturenumsurfaces;i++)
8571         {
8572                 surface = texturesurfacelist[i];
8573                 if (surface != firstsurface + i)
8574                         gaps = true;
8575                 surfacefirstvertex = surface->num_firstvertex;
8576                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8577                 surfacenumvertices = surface->num_vertices;
8578                 surfacenumtriangles = surface->num_triangles;
8579                 if (firstvertex > surfacefirstvertex)
8580                         firstvertex = surfacefirstvertex;
8581                 if (endvertex < surfaceendvertex)
8582                         endvertex = surfaceendvertex;
8583                 batchnumvertices += surfacenumvertices;
8584                 batchnumtriangles += surfacenumtriangles;
8585         }
8586
8587         // we now know the vertex range used, and if there are any gaps in it
8588         rsurface.batchfirstvertex = firstvertex;
8589         rsurface.batchnumvertices = endvertex - firstvertex;
8590         rsurface.batchfirsttriangle = firsttriangle;
8591         rsurface.batchnumtriangles = batchnumtriangles;
8592
8593         // this variable holds flags for which properties have been updated that
8594         // may require regenerating vertexmesh array...
8595         needsupdate = 0;
8596
8597         // check if any dynamic vertex processing must occur
8598         dynamicvertex = false;
8599
8600         // if there is a chance of animated vertex colors, it's a dynamic batch
8601         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8602         {
8603                 dynamicvertex = true;
8604                 batchneed |= BATCHNEED_NOGAPS;
8605                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8606         }
8607
8608         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8609         {
8610                 switch (deform->deform)
8611                 {
8612                 default:
8613                 case Q3DEFORM_PROJECTIONSHADOW:
8614                 case Q3DEFORM_TEXT0:
8615                 case Q3DEFORM_TEXT1:
8616                 case Q3DEFORM_TEXT2:
8617                 case Q3DEFORM_TEXT3:
8618                 case Q3DEFORM_TEXT4:
8619                 case Q3DEFORM_TEXT5:
8620                 case Q3DEFORM_TEXT6:
8621                 case Q3DEFORM_TEXT7:
8622                 case Q3DEFORM_NONE:
8623                         break;
8624                 case Q3DEFORM_AUTOSPRITE:
8625                         dynamicvertex = true;
8626                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8627                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8628                         break;
8629                 case Q3DEFORM_AUTOSPRITE2:
8630                         dynamicvertex = true;
8631                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8632                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8633                         break;
8634                 case Q3DEFORM_NORMAL:
8635                         dynamicvertex = true;
8636                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8637                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8638                         break;
8639                 case Q3DEFORM_WAVE:
8640                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8641                                 break; // if wavefunc is a nop, ignore this transform
8642                         dynamicvertex = true;
8643                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8644                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8645                         break;
8646                 case Q3DEFORM_BULGE:
8647                         dynamicvertex = true;
8648                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8649                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8650                         break;
8651                 case Q3DEFORM_MOVE:
8652                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8653                                 break; // if wavefunc is a nop, ignore this transform
8654                         dynamicvertex = true;
8655                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8656                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8657                         break;
8658                 }
8659         }
8660         switch(rsurface.texture->tcgen.tcgen)
8661         {
8662         default:
8663         case Q3TCGEN_TEXTURE:
8664                 break;
8665         case Q3TCGEN_LIGHTMAP:
8666                 dynamicvertex = true;
8667                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8668                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8669                 break;
8670         case Q3TCGEN_VECTOR:
8671                 dynamicvertex = true;
8672                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8673                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8674                 break;
8675         case Q3TCGEN_ENVIRONMENT:
8676                 dynamicvertex = true;
8677                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8678                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8679                 break;
8680         }
8681         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8682         {
8683                 dynamicvertex = true;
8684                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8685                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8686         }
8687
8688         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8689         {
8690                 dynamicvertex = true;
8691                 batchneed |= BATCHNEED_NOGAPS;
8692                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8693         }
8694
8695         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8696         {
8697                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8698                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8699                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8700                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8701                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8702                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8703                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8704         }
8705
8706         // when the model data has no vertex buffer (dynamic mesh), we need to
8707         // eliminate gaps
8708         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8709                 batchneed |= BATCHNEED_NOGAPS;
8710
8711         // if needsupdate, we have to do a dynamic vertex batch for sure
8712         if (needsupdate & batchneed)
8713                 dynamicvertex = true;
8714
8715         // see if we need to build vertexmesh from arrays
8716         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8717                 dynamicvertex = true;
8718
8719         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8720         // also some drivers strongly dislike firstvertex
8721         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8722                 dynamicvertex = true;
8723
8724         rsurface.batchvertex3f = rsurface.modelvertex3f;
8725         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8726         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8727         rsurface.batchsvector3f = rsurface.modelsvector3f;
8728         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8729         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8730         rsurface.batchtvector3f = rsurface.modeltvector3f;
8731         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8732         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8733         rsurface.batchnormal3f = rsurface.modelnormal3f;
8734         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8735         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8736         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8737         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8738         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8739         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8740         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8741         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8742         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8743         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8744         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8745         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8746         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8747         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8748         rsurface.batchelement3i = rsurface.modelelement3i;
8749         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8750         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8751         rsurface.batchelement3s = rsurface.modelelement3s;
8752         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8753         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8754
8755         // if any dynamic vertex processing has to occur in software, we copy the
8756         // entire surface list together before processing to rebase the vertices
8757         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8758         //
8759         // if any gaps exist and we do not have a static vertex buffer, we have to
8760         // copy the surface list together to avoid wasting upload bandwidth on the
8761         // vertices in the gaps.
8762         //
8763         // if gaps exist and we have a static vertex buffer, we still have to
8764         // combine the index buffer ranges into one dynamic index buffer.
8765         //
8766         // in all cases we end up with data that can be drawn in one call.
8767
8768         if (!dynamicvertex)
8769         {
8770                 // static vertex data, just set pointers...
8771                 rsurface.batchgeneratedvertex = false;
8772                 // if there are gaps, we want to build a combined index buffer,
8773                 // otherwise use the original static buffer with an appropriate offset
8774                 if (gaps)
8775                 {
8776                         // build a new triangle elements array for this batch
8777                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8778                         rsurface.batchfirsttriangle = 0;
8779                         numtriangles = 0;
8780                         for (i = 0;i < texturenumsurfaces;i++)
8781                         {
8782                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8783                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8784                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8785                                 numtriangles += surfacenumtriangles;
8786                         }
8787                         rsurface.batchelement3i_indexbuffer = NULL;
8788                         rsurface.batchelement3i_bufferoffset = 0;
8789                         rsurface.batchelement3s = NULL;
8790                         rsurface.batchelement3s_indexbuffer = NULL;
8791                         rsurface.batchelement3s_bufferoffset = 0;
8792                         if (endvertex <= 65536)
8793                         {
8794                                 // make a 16bit (unsigned short) index array if possible
8795                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8796                                 for (i = 0;i < numtriangles*3;i++)
8797                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8798                         }
8799                 }
8800                 return;
8801         }
8802
8803         // something needs software processing, do it for real...
8804         // we only directly handle separate array data in this case and then
8805         // generate interleaved data if needed...
8806         rsurface.batchgeneratedvertex = true;
8807
8808         // now copy the vertex data into a combined array and make an index array
8809         // (this is what Quake3 does all the time)
8810         //if (gaps || rsurface.batchfirstvertex)
8811         {
8812                 rsurface.batchvertex3fbuffer = NULL;
8813                 rsurface.batchvertexmesh = NULL;
8814                 rsurface.batchvertexmeshbuffer = NULL;
8815                 rsurface.batchvertex3f = NULL;
8816                 rsurface.batchvertex3f_vertexbuffer = NULL;
8817                 rsurface.batchvertex3f_bufferoffset = 0;
8818                 rsurface.batchsvector3f = NULL;
8819                 rsurface.batchsvector3f_vertexbuffer = NULL;
8820                 rsurface.batchsvector3f_bufferoffset = 0;
8821                 rsurface.batchtvector3f = NULL;
8822                 rsurface.batchtvector3f_vertexbuffer = NULL;
8823                 rsurface.batchtvector3f_bufferoffset = 0;
8824                 rsurface.batchnormal3f = NULL;
8825                 rsurface.batchnormal3f_vertexbuffer = NULL;
8826                 rsurface.batchnormal3f_bufferoffset = 0;
8827                 rsurface.batchlightmapcolor4f = NULL;
8828                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8829                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8830                 rsurface.batchtexcoordtexture2f = NULL;
8831                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8832                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8833                 rsurface.batchtexcoordlightmap2f = NULL;
8834                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8835                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8836                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8837                 rsurface.batchelement3i_indexbuffer = NULL;
8838                 rsurface.batchelement3i_bufferoffset = 0;
8839                 rsurface.batchelement3s = NULL;
8840                 rsurface.batchelement3s_indexbuffer = NULL;
8841                 rsurface.batchelement3s_bufferoffset = 0;
8842                 // we'll only be setting up certain arrays as needed
8843                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8844                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8845                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8846                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8847                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8848                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8849                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8850                 {
8851                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8852                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8853                 }
8854                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8855                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8856                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8857                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8858                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8859                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8860                 numvertices = 0;
8861                 numtriangles = 0;
8862                 for (i = 0;i < texturenumsurfaces;i++)
8863                 {
8864                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8865                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8866                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8867                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8868                         // copy only the data requested
8869                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8870                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8871                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8872                         {
8873                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8874                                 {
8875                                         if (rsurface.batchvertex3f)
8876                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8877                                         else
8878                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8879                                 }
8880                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8881                                 {
8882                                         if (rsurface.modelnormal3f)
8883                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8884                                         else
8885                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8886                                 }
8887                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8888                                 {
8889                                         if (rsurface.modelsvector3f)
8890                                         {
8891                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8892                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8893                                         }
8894                                         else
8895                                         {
8896                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8897                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8898                                         }
8899                                 }
8900                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8901                                 {
8902                                         if (rsurface.modellightmapcolor4f)
8903                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8904                                         else
8905                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8906                                 }
8907                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8908                                 {
8909                                         if (rsurface.modeltexcoordtexture2f)
8910                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8911                                         else
8912                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8913                                 }
8914                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8915                                 {
8916                                         if (rsurface.modeltexcoordlightmap2f)
8917                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8918                                         else
8919                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8920                                 }
8921                         }
8922                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8923                         numvertices += surfacenumvertices;
8924                         numtriangles += surfacenumtriangles;
8925                 }
8926
8927                 // generate a 16bit index array as well if possible
8928                 // (in general, dynamic batches fit)
8929                 if (numvertices <= 65536)
8930                 {
8931                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8932                         for (i = 0;i < numtriangles*3;i++)
8933                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8934                 }
8935
8936                 // since we've copied everything, the batch now starts at 0
8937                 rsurface.batchfirstvertex = 0;
8938                 rsurface.batchnumvertices = batchnumvertices;
8939                 rsurface.batchfirsttriangle = 0;
8940                 rsurface.batchnumtriangles = batchnumtriangles;
8941         }
8942
8943         // q1bsp surfaces rendered in vertex color mode have to have colors
8944         // calculated based on lightstyles
8945         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8946         {
8947                 // generate color arrays for the surfaces in this list
8948                 int c[4];
8949                 int scale;
8950                 int size3;
8951                 const int *offsets;
8952                 const unsigned char *lm;
8953                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8954                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8955                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8956                 numvertices = 0;
8957                 for (i = 0;i < texturenumsurfaces;i++)
8958                 {
8959                         surface = texturesurfacelist[i];
8960                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8961                         surfacenumvertices = surface->num_vertices;
8962                         if (surface->lightmapinfo->samples)
8963                         {
8964                                 for (j = 0;j < surfacenumvertices;j++)
8965                                 {
8966                                         lm = surface->lightmapinfo->samples + offsets[j];
8967                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8968                                         VectorScale(lm, scale, c);
8969                                         if (surface->lightmapinfo->styles[1] != 255)
8970                                         {
8971                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8972                                                 lm += size3;
8973                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8974                                                 VectorMA(c, scale, lm, c);
8975                                                 if (surface->lightmapinfo->styles[2] != 255)
8976                                                 {
8977                                                         lm += size3;
8978                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8979                                                         VectorMA(c, scale, lm, c);
8980                                                         if (surface->lightmapinfo->styles[3] != 255)
8981                                                         {
8982                                                                 lm += size3;
8983                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8984                                                                 VectorMA(c, scale, lm, c);
8985                                                         }
8986                                                 }
8987                                         }
8988                                         c[0] >>= 7;
8989                                         c[1] >>= 7;
8990                                         c[2] >>= 7;
8991                                         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);
8992                                         numvertices++;
8993                                 }
8994                         }
8995                         else
8996                         {
8997                                 for (j = 0;j < surfacenumvertices;j++)
8998                                 {
8999                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9000                                         numvertices++;
9001                                 }
9002                         }
9003                 }
9004         }
9005
9006         // if vertices are deformed (sprite flares and things in maps, possibly
9007         // water waves, bulges and other deformations), modify the copied vertices
9008         // in place
9009         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9010         {
9011                 switch (deform->deform)
9012                 {
9013                 default:
9014                 case Q3DEFORM_PROJECTIONSHADOW:
9015                 case Q3DEFORM_TEXT0:
9016                 case Q3DEFORM_TEXT1:
9017                 case Q3DEFORM_TEXT2:
9018                 case Q3DEFORM_TEXT3:
9019                 case Q3DEFORM_TEXT4:
9020                 case Q3DEFORM_TEXT5:
9021                 case Q3DEFORM_TEXT6:
9022                 case Q3DEFORM_TEXT7:
9023                 case Q3DEFORM_NONE:
9024                         break;
9025                 case Q3DEFORM_AUTOSPRITE:
9026                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9027                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9028                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9029                         VectorNormalize(newforward);
9030                         VectorNormalize(newright);
9031                         VectorNormalize(newup);
9032 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9033 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9034 //                      rsurface.batchvertex3f_bufferoffset = 0;
9035 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9036 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9037 //                      rsurface.batchsvector3f_bufferoffset = 0;
9038 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9039 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9040 //                      rsurface.batchtvector3f_bufferoffset = 0;
9041 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9042 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9043 //                      rsurface.batchnormal3f_bufferoffset = 0;
9044                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9045                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9046                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9047                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9048                                 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);
9049                         // a single autosprite surface can contain multiple sprites...
9050                         for (j = 0;j < batchnumvertices - 3;j += 4)
9051                         {
9052                                 VectorClear(center);
9053                                 for (i = 0;i < 4;i++)
9054                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9055                                 VectorScale(center, 0.25f, center);
9056                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9057                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9058                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9059                                 for (i = 0;i < 4;i++)
9060                                 {
9061                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9062                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9063                                 }
9064                         }
9065                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9066                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9067                         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);
9068                         break;
9069                 case Q3DEFORM_AUTOSPRITE2:
9070                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9071                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9072                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9073                         VectorNormalize(newforward);
9074                         VectorNormalize(newright);
9075                         VectorNormalize(newup);
9076 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9077 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9078 //                      rsurface.batchvertex3f_bufferoffset = 0;
9079                         {
9080                                 const float *v1, *v2;
9081                                 vec3_t start, end;
9082                                 float f, l;
9083                                 struct
9084                                 {
9085                                         float length2;
9086                                         const float *v1;
9087                                         const float *v2;
9088                                 }
9089                                 shortest[2];
9090                                 memset(shortest, 0, sizeof(shortest));
9091                                 // a single autosprite surface can contain multiple sprites...
9092                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9093                                 {
9094                                         VectorClear(center);
9095                                         for (i = 0;i < 4;i++)
9096                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9097                                         VectorScale(center, 0.25f, center);
9098                                         // find the two shortest edges, then use them to define the
9099                                         // axis vectors for rotating around the central axis
9100                                         for (i = 0;i < 6;i++)
9101                                         {
9102                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9103                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9104                                                 l = VectorDistance2(v1, v2);
9105                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9106                                                 if (v1[2] != v2[2])
9107                                                         l += (1.0f / 1024.0f);
9108                                                 if (shortest[0].length2 > l || i == 0)
9109                                                 {
9110                                                         shortest[1] = shortest[0];
9111                                                         shortest[0].length2 = l;
9112                                                         shortest[0].v1 = v1;
9113                                                         shortest[0].v2 = v2;
9114                                                 }
9115                                                 else if (shortest[1].length2 > l || i == 1)
9116                                                 {
9117                                                         shortest[1].length2 = l;
9118                                                         shortest[1].v1 = v1;
9119                                                         shortest[1].v2 = v2;
9120                                                 }
9121                                         }
9122                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9123                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9124                                         // this calculates the right vector from the shortest edge
9125                                         // and the up vector from the edge midpoints
9126                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9127                                         VectorNormalize(right);
9128                                         VectorSubtract(end, start, up);
9129                                         VectorNormalize(up);
9130                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9131                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9132                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9133                                         VectorNegate(forward, forward);
9134                                         VectorReflect(forward, 0, up, forward);
9135                                         VectorNormalize(forward);
9136                                         CrossProduct(up, forward, newright);
9137                                         VectorNormalize(newright);
9138                                         // rotate the quad around the up axis vector, this is made
9139                                         // especially easy by the fact we know the quad is flat,
9140                                         // so we only have to subtract the center position and
9141                                         // measure distance along the right vector, and then
9142                                         // multiply that by the newright vector and add back the
9143                                         // center position
9144                                         // we also need to subtract the old position to undo the
9145                                         // displacement from the center, which we do with a
9146                                         // DotProduct, the subtraction/addition of center is also
9147                                         // optimized into DotProducts here
9148                                         l = DotProduct(right, center);
9149                                         for (i = 0;i < 4;i++)
9150                                         {
9151                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9152                                                 f = DotProduct(right, v1) - l;
9153                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9154                                         }
9155                                 }
9156                         }
9157                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9158                         {
9159 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9160 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9161 //                              rsurface.batchnormal3f_bufferoffset = 0;
9162                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9163                         }
9164                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9165                         {
9166 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9167 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9168 //                              rsurface.batchsvector3f_bufferoffset = 0;
9169 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9170 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9171 //                              rsurface.batchtvector3f_bufferoffset = 0;
9172                                 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);
9173                         }
9174                         break;
9175                 case Q3DEFORM_NORMAL:
9176                         // deform the normals to make reflections wavey
9177                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9178                         rsurface.batchnormal3f_vertexbuffer = NULL;
9179                         rsurface.batchnormal3f_bufferoffset = 0;
9180                         for (j = 0;j < batchnumvertices;j++)
9181                         {
9182                                 float vertex[3];
9183                                 float *normal = rsurface.batchnormal3f + 3*j;
9184                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9185                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9186                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9187                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9188                                 VectorNormalize(normal);
9189                         }
9190                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9191                         {
9192 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9193 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9194 //                              rsurface.batchsvector3f_bufferoffset = 0;
9195 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9196 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9197 //                              rsurface.batchtvector3f_bufferoffset = 0;
9198                                 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);
9199                         }
9200                         break;
9201                 case Q3DEFORM_WAVE:
9202                         // deform vertex array to make wavey water and flags and such
9203                         waveparms[0] = deform->waveparms[0];
9204                         waveparms[1] = deform->waveparms[1];
9205                         waveparms[2] = deform->waveparms[2];
9206                         waveparms[3] = deform->waveparms[3];
9207                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9208                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9209                         // this is how a divisor of vertex influence on deformation
9210                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9211                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9212 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9213 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9214 //                      rsurface.batchvertex3f_bufferoffset = 0;
9215 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9216 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9217 //                      rsurface.batchnormal3f_bufferoffset = 0;
9218                         for (j = 0;j < batchnumvertices;j++)
9219                         {
9220                                 // if the wavefunc depends on time, evaluate it per-vertex
9221                                 if (waveparms[3])
9222                                 {
9223                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9224                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9225                                 }
9226                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9227                         }
9228                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9229                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9230                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9231                         {
9232 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9233 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9234 //                              rsurface.batchsvector3f_bufferoffset = 0;
9235 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9236 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9237 //                              rsurface.batchtvector3f_bufferoffset = 0;
9238                                 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);
9239                         }
9240                         break;
9241                 case Q3DEFORM_BULGE:
9242                         // deform vertex array to make the surface have moving bulges
9243 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9244 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9245 //                      rsurface.batchvertex3f_bufferoffset = 0;
9246 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9247 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9248 //                      rsurface.batchnormal3f_bufferoffset = 0;
9249                         for (j = 0;j < batchnumvertices;j++)
9250                         {
9251                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9252                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9253                         }
9254                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9255                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9256                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9257                         {
9258 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9259 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9260 //                              rsurface.batchsvector3f_bufferoffset = 0;
9261 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9262 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9263 //                              rsurface.batchtvector3f_bufferoffset = 0;
9264                                 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);
9265                         }
9266                         break;
9267                 case Q3DEFORM_MOVE:
9268                         // deform vertex array
9269                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9270                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9271                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9272                         VectorScale(deform->parms, scale, waveparms);
9273 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9274 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9275 //                      rsurface.batchvertex3f_bufferoffset = 0;
9276                         for (j = 0;j < batchnumvertices;j++)
9277                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9278                         break;
9279                 }
9280         }
9281
9282         // generate texcoords based on the chosen texcoord source
9283         switch(rsurface.texture->tcgen.tcgen)
9284         {
9285         default:
9286         case Q3TCGEN_TEXTURE:
9287                 break;
9288         case Q3TCGEN_LIGHTMAP:
9289 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9290 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9291 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9292                 if (rsurface.batchtexcoordlightmap2f)
9293                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9294                 break;
9295         case Q3TCGEN_VECTOR:
9296 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9297 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9298 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9299                 for (j = 0;j < batchnumvertices;j++)
9300                 {
9301                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9302                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9303                 }
9304                 break;
9305         case Q3TCGEN_ENVIRONMENT:
9306                 // make environment reflections using a spheremap
9307                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9308                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9309                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9310                 for (j = 0;j < batchnumvertices;j++)
9311                 {
9312                         // identical to Q3A's method, but executed in worldspace so
9313                         // carried models can be shiny too
9314
9315                         float viewer[3], d, reflected[3], worldreflected[3];
9316
9317                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9318                         // VectorNormalize(viewer);
9319
9320                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9321
9322                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9323                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9324                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9325                         // note: this is proportinal to viewer, so we can normalize later
9326
9327                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9328                         VectorNormalize(worldreflected);
9329
9330                         // note: this sphere map only uses world x and z!
9331                         // so positive and negative y will LOOK THE SAME.
9332                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9333                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9334                 }
9335                 break;
9336         }
9337         // the only tcmod that needs software vertex processing is turbulent, so
9338         // check for it here and apply the changes if needed
9339         // and we only support that as the first one
9340         // (handling a mixture of turbulent and other tcmods would be problematic
9341         //  without punting it entirely to a software path)
9342         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9343         {
9344                 amplitude = rsurface.texture->tcmods[0].parms[1];
9345                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9346 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9347 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9348 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9349                 for (j = 0;j < batchnumvertices;j++)
9350                 {
9351                         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);
9352                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9353                 }
9354         }
9355
9356         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9357         {
9358                 // convert the modified arrays to vertex structs
9359 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9360 //              rsurface.batchvertexmeshbuffer = NULL;
9361                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9362                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9363                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9364                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9365                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9366                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9367                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9368                 {
9369                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9370                         {
9371                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9372                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9373                         }
9374                 }
9375                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9376                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9377                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9378                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9379                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9380                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9381                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9382                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9383                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9384         }
9385 }
9386
9387 void RSurf_DrawBatch(void)
9388 {
9389         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9390         // through the pipeline, killing it earlier in the pipeline would have
9391         // per-surface overhead rather than per-batch overhead, so it's best to
9392         // reject it here, before it hits glDraw.
9393         if (rsurface.batchnumtriangles == 0)
9394                 return;
9395 #if 0
9396         // batch debugging code
9397         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9398         {
9399                 int i;
9400                 int j;
9401                 int c;
9402                 const int *e;
9403                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9404                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9405                 {
9406                         c = e[i];
9407                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9408                         {
9409                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9410                                 {
9411                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9412                                                 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);
9413                                         break;
9414                                 }
9415                         }
9416                 }
9417         }
9418 #endif
9419         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);
9420 }
9421
9422 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9423 {
9424         // pick the closest matching water plane
9425         int planeindex, vertexindex, bestplaneindex = -1;
9426         float d, bestd;
9427         vec3_t vert;
9428         const float *v;
9429         r_waterstate_waterplane_t *p;
9430         qboolean prepared = false;
9431         bestd = 0;
9432         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9433         {
9434                 if(p->camera_entity != rsurface.texture->camera_entity)
9435                         continue;
9436                 d = 0;
9437                 if(!prepared)
9438                 {
9439                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9440                         prepared = true;
9441                         if(rsurface.batchnumvertices == 0)
9442                                 break;
9443                 }
9444                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9445                 {
9446                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9447                         d += fabs(PlaneDiff(vert, &p->plane));
9448                 }
9449                 if (bestd > d || bestplaneindex < 0)
9450                 {
9451                         bestd = d;
9452                         bestplaneindex = planeindex;
9453                 }
9454         }
9455         return bestplaneindex;
9456         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9457         // this situation though, as it might be better to render single larger
9458         // batches with useless stuff (backface culled for example) than to
9459         // render multiple smaller batches
9460 }
9461
9462 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9463 {
9464         int i;
9465         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9466         rsurface.passcolor4f_vertexbuffer = 0;
9467         rsurface.passcolor4f_bufferoffset = 0;
9468         for (i = 0;i < rsurface.batchnumvertices;i++)
9469                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9470 }
9471
9472 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9473 {
9474         int i;
9475         float f;
9476         const float *v;
9477         const float *c;
9478         float *c2;
9479         if (rsurface.passcolor4f)
9480         {
9481                 // generate color arrays
9482                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9483                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9484                 rsurface.passcolor4f_vertexbuffer = 0;
9485                 rsurface.passcolor4f_bufferoffset = 0;
9486                 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)
9487                 {
9488                         f = RSurf_FogVertex(v);
9489                         c2[0] = c[0] * f;
9490                         c2[1] = c[1] * f;
9491                         c2[2] = c[2] * f;
9492                         c2[3] = c[3];
9493                 }
9494         }
9495         else
9496         {
9497                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9498                 rsurface.passcolor4f_vertexbuffer = 0;
9499                 rsurface.passcolor4f_bufferoffset = 0;
9500                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9501                 {
9502                         f = RSurf_FogVertex(v);
9503                         c2[0] = f;
9504                         c2[1] = f;
9505                         c2[2] = f;
9506                         c2[3] = 1;
9507                 }
9508         }
9509 }
9510
9511 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9512 {
9513         int i;
9514         float f;
9515         const float *v;
9516         const float *c;
9517         float *c2;
9518         if (!rsurface.passcolor4f)
9519                 return;
9520         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9521         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9522         rsurface.passcolor4f_vertexbuffer = 0;
9523         rsurface.passcolor4f_bufferoffset = 0;
9524         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)
9525         {
9526                 f = RSurf_FogVertex(v);
9527                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9528                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9529                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9530                 c2[3] = c[3];
9531         }
9532 }
9533
9534 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9535 {
9536         int i;
9537         const float *c;
9538         float *c2;
9539         if (!rsurface.passcolor4f)
9540                 return;
9541         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9542         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9543         rsurface.passcolor4f_vertexbuffer = 0;
9544         rsurface.passcolor4f_bufferoffset = 0;
9545         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9546         {
9547                 c2[0] = c[0] * r;
9548                 c2[1] = c[1] * g;
9549                 c2[2] = c[2] * b;
9550                 c2[3] = c[3] * a;
9551         }
9552 }
9553
9554 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9555 {
9556         int i;
9557         const float *c;
9558         float *c2;
9559         if (!rsurface.passcolor4f)
9560                 return;
9561         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9562         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9563         rsurface.passcolor4f_vertexbuffer = 0;
9564         rsurface.passcolor4f_bufferoffset = 0;
9565         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9566         {
9567                 c2[0] = c[0] + r_refdef.scene.ambient;
9568                 c2[1] = c[1] + r_refdef.scene.ambient;
9569                 c2[2] = c[2] + r_refdef.scene.ambient;
9570                 c2[3] = c[3];
9571         }
9572 }
9573
9574 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9575 {
9576         // TODO: optimize
9577         rsurface.passcolor4f = NULL;
9578         rsurface.passcolor4f_vertexbuffer = 0;
9579         rsurface.passcolor4f_bufferoffset = 0;
9580         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9581         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9582         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9583         GL_Color(r, g, b, a);
9584         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9585         RSurf_DrawBatch();
9586 }
9587
9588 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9589 {
9590         // TODO: optimize applyfog && applycolor case
9591         // just apply fog if necessary, and tint the fog color array if necessary
9592         rsurface.passcolor4f = NULL;
9593         rsurface.passcolor4f_vertexbuffer = 0;
9594         rsurface.passcolor4f_bufferoffset = 0;
9595         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9596         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9597         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9598         GL_Color(r, g, b, a);
9599         RSurf_DrawBatch();
9600 }
9601
9602 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9603 {
9604         // TODO: optimize
9605         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9606         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9607         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9608         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9609         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9610         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9611         GL_Color(r, g, b, a);
9612         RSurf_DrawBatch();
9613 }
9614
9615 static void RSurf_DrawBatch_GL11_ClampColor(void)
9616 {
9617         int i;
9618         const float *c1;
9619         float *c2;
9620         if (!rsurface.passcolor4f)
9621                 return;
9622         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9623         {
9624                 c2[0] = bound(0.0f, c1[0], 1.0f);
9625                 c2[1] = bound(0.0f, c1[1], 1.0f);
9626                 c2[2] = bound(0.0f, c1[2], 1.0f);
9627                 c2[3] = bound(0.0f, c1[3], 1.0f);
9628         }
9629 }
9630
9631 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9632 {
9633         int i;
9634         float f;
9635         const float *v;
9636         const float *n;
9637         float *c;
9638         //vec3_t eyedir;
9639
9640         // fake shading
9641         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9642         rsurface.passcolor4f_vertexbuffer = 0;
9643         rsurface.passcolor4f_bufferoffset = 0;
9644         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)
9645         {
9646                 f = -DotProduct(r_refdef.view.forward, n);
9647                 f = max(0, f);
9648                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9649                 f *= r_refdef.lightmapintensity;
9650                 Vector4Set(c, f, f, f, 1);
9651         }
9652 }
9653
9654 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9655 {
9656         RSurf_DrawBatch_GL11_ApplyFakeLight();
9657         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9658         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9659         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9660         GL_Color(r, g, b, a);
9661         RSurf_DrawBatch();
9662 }
9663
9664 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9665 {
9666         int i;
9667         float f;
9668         float alpha;
9669         const float *v;
9670         const float *n;
9671         float *c;
9672         vec3_t ambientcolor;
9673         vec3_t diffusecolor;
9674         vec3_t lightdir;
9675         // TODO: optimize
9676         // model lighting
9677         VectorCopy(rsurface.modellight_lightdir, lightdir);
9678         f = 0.5f * r_refdef.lightmapintensity;
9679         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9680         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9681         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9682         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9683         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9684         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9685         alpha = *a;
9686         if (VectorLength2(diffusecolor) > 0)
9687         {
9688                 // q3-style directional shading
9689                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9690                 rsurface.passcolor4f_vertexbuffer = 0;
9691                 rsurface.passcolor4f_bufferoffset = 0;
9692                 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)
9693                 {
9694                         if ((f = DotProduct(n, lightdir)) > 0)
9695                                 VectorMA(ambientcolor, f, diffusecolor, c);
9696                         else
9697                                 VectorCopy(ambientcolor, c);
9698                         c[3] = alpha;
9699                 }
9700                 *r = 1;
9701                 *g = 1;
9702                 *b = 1;
9703                 *a = 1;
9704                 *applycolor = false;
9705         }
9706         else
9707         {
9708                 *r = ambientcolor[0];
9709                 *g = ambientcolor[1];
9710                 *b = ambientcolor[2];
9711                 rsurface.passcolor4f = NULL;
9712                 rsurface.passcolor4f_vertexbuffer = 0;
9713                 rsurface.passcolor4f_bufferoffset = 0;
9714         }
9715 }
9716
9717 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9718 {
9719         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9720         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9721         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9722         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9723         GL_Color(r, g, b, a);
9724         RSurf_DrawBatch();
9725 }
9726
9727 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9728 {
9729         int i;
9730         float f;
9731         const float *v;
9732         float *c;
9733
9734         // fake shading
9735         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9736         rsurface.passcolor4f_vertexbuffer = 0;
9737         rsurface.passcolor4f_bufferoffset = 0;
9738
9739         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9740         {
9741                 f = 1 - RSurf_FogVertex(v);
9742                 c[0] = r;
9743                 c[1] = g;
9744                 c[2] = b;
9745                 c[3] = f * a;
9746         }
9747 }
9748
9749 void RSurf_SetupDepthAndCulling(void)
9750 {
9751         // submodels are biased to avoid z-fighting with world surfaces that they
9752         // may be exactly overlapping (avoids z-fighting artifacts on certain
9753         // doors and things in Quake maps)
9754         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9755         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9756         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9757         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9758 }
9759
9760 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9761 {
9762         // transparent sky would be ridiculous
9763         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9764                 return;
9765         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9766         skyrenderlater = true;
9767         RSurf_SetupDepthAndCulling();
9768         GL_DepthMask(true);
9769         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9770         // skymasking on them, and Quake3 never did sky masking (unlike
9771         // software Quake and software Quake2), so disable the sky masking
9772         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9773         // and skymasking also looks very bad when noclipping outside the
9774         // level, so don't use it then either.
9775         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9776         {
9777                 R_Mesh_ResetTextureState();
9778                 if (skyrendermasked)
9779                 {
9780                         R_SetupShader_DepthOrShadow(false);
9781                         // depth-only (masking)
9782                         GL_ColorMask(0,0,0,0);
9783                         // just to make sure that braindead drivers don't draw
9784                         // anything despite that colormask...
9785                         GL_BlendFunc(GL_ZERO, GL_ONE);
9786                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9787                         if (rsurface.batchvertex3fbuffer)
9788                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9789                         else
9790                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9791                 }
9792                 else
9793                 {
9794                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9795                         // fog sky
9796                         GL_BlendFunc(GL_ONE, GL_ZERO);
9797                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9798                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9799                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9800                 }
9801                 RSurf_DrawBatch();
9802                 if (skyrendermasked)
9803                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9804         }
9805         R_Mesh_ResetTextureState();
9806         GL_Color(1, 1, 1, 1);
9807 }
9808
9809 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9810 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9811 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9812 {
9813         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9814                 return;
9815         if (prepass)
9816         {
9817                 // render screenspace normalmap to texture
9818                 GL_DepthMask(true);
9819                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9820                 RSurf_DrawBatch();
9821         }
9822
9823         // bind lightmap texture
9824
9825         // water/refraction/reflection/camera surfaces have to be handled specially
9826         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9827         {
9828                 int start, end, startplaneindex;
9829                 for (start = 0;start < texturenumsurfaces;start = end)
9830                 {
9831                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9832                         if(startplaneindex < 0)
9833                         {
9834                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9835                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9836                                 end = start + 1;
9837                                 continue;
9838                         }
9839                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9840                                 ;
9841                         // now that we have a batch using the same planeindex, render it
9842                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9843                         {
9844                                 // render water or distortion background
9845                                 GL_DepthMask(true);
9846                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9847                                 RSurf_DrawBatch();
9848                                 // blend surface on top
9849                                 GL_DepthMask(false);
9850                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9851                                 RSurf_DrawBatch();
9852                         }
9853                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9854                         {
9855                                 // render surface with reflection texture as input
9856                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9857                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9858                                 RSurf_DrawBatch();
9859                         }
9860                 }
9861                 return;
9862         }
9863
9864         // render surface batch normally
9865         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9866         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);
9867         RSurf_DrawBatch();
9868 }
9869
9870 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9871 {
9872         // OpenGL 1.3 path - anything not completely ancient
9873         qboolean applycolor;
9874         qboolean applyfog;
9875         int layerindex;
9876         const texturelayer_t *layer;
9877         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);
9878         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9879
9880         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9881         {
9882                 vec4_t layercolor;
9883                 int layertexrgbscale;
9884                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9885                 {
9886                         if (layerindex == 0)
9887                                 GL_AlphaTest(true);
9888                         else
9889                         {
9890                                 GL_AlphaTest(false);
9891                                 GL_DepthFunc(GL_EQUAL);
9892                         }
9893                 }
9894                 GL_DepthMask(layer->depthmask && writedepth);
9895                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9896                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9897                 {
9898                         layertexrgbscale = 4;
9899                         VectorScale(layer->color, 0.25f, layercolor);
9900                 }
9901                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9902                 {
9903                         layertexrgbscale = 2;
9904                         VectorScale(layer->color, 0.5f, layercolor);
9905                 }
9906                 else
9907                 {
9908                         layertexrgbscale = 1;
9909                         VectorScale(layer->color, 1.0f, layercolor);
9910                 }
9911                 layercolor[3] = layer->color[3];
9912                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9913                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9914                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9915                 switch (layer->type)
9916                 {
9917                 case TEXTURELAYERTYPE_LITTEXTURE:
9918                         // single-pass lightmapped texture with 2x rgbscale
9919                         R_Mesh_TexBind(0, r_texture_white);
9920                         R_Mesh_TexMatrix(0, NULL);
9921                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9922                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9923                         R_Mesh_TexBind(1, layer->texture);
9924                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9925                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9926                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9927                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9928                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9929                         else if (FAKELIGHT_ENABLED)
9930                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9931                         else if (rsurface.uselightmaptexture)
9932                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9933                         else
9934                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9935                         break;
9936                 case TEXTURELAYERTYPE_TEXTURE:
9937                         // singletexture unlit texture with transparency support
9938                         R_Mesh_TexBind(0, layer->texture);
9939                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9940                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9941                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9942                         R_Mesh_TexBind(1, 0);
9943                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9944                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9945                         break;
9946                 case TEXTURELAYERTYPE_FOG:
9947                         // singletexture fogging
9948                         if (layer->texture)
9949                         {
9950                                 R_Mesh_TexBind(0, layer->texture);
9951                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9952                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9953                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9954                         }
9955                         else
9956                         {
9957                                 R_Mesh_TexBind(0, 0);
9958                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9959                         }
9960                         R_Mesh_TexBind(1, 0);
9961                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9962                         // generate a color array for the fog pass
9963                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9964                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9965                         RSurf_DrawBatch();
9966                         break;
9967                 default:
9968                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9969                 }
9970         }
9971         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9972         {
9973                 GL_DepthFunc(GL_LEQUAL);
9974                 GL_AlphaTest(false);
9975         }
9976 }
9977
9978 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9979 {
9980         // OpenGL 1.1 - crusty old voodoo path
9981         qboolean applyfog;
9982         int layerindex;
9983         const texturelayer_t *layer;
9984         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);
9985         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9986
9987         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9988         {
9989                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9990                 {
9991                         if (layerindex == 0)
9992                                 GL_AlphaTest(true);
9993                         else
9994                         {
9995                                 GL_AlphaTest(false);
9996                                 GL_DepthFunc(GL_EQUAL);
9997                         }
9998                 }
9999                 GL_DepthMask(layer->depthmask && writedepth);
10000                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10001                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10002                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10003                 switch (layer->type)
10004                 {
10005                 case TEXTURELAYERTYPE_LITTEXTURE:
10006                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10007                         {
10008                                 // two-pass lit texture with 2x rgbscale
10009                                 // first the lightmap pass
10010                                 R_Mesh_TexBind(0, r_texture_white);
10011                                 R_Mesh_TexMatrix(0, NULL);
10012                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10013                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10014                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10015                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10016                                 else if (FAKELIGHT_ENABLED)
10017                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10018                                 else if (rsurface.uselightmaptexture)
10019                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10020                                 else
10021                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10022                                 // then apply the texture to it
10023                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10024                                 R_Mesh_TexBind(0, layer->texture);
10025                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10026                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10027                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10028                                 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);
10029                         }
10030                         else
10031                         {
10032                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10033                                 R_Mesh_TexBind(0, layer->texture);
10034                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10035                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10036                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10037                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10038                                         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);
10039                                 else
10040                                         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);
10041                         }
10042                         break;
10043                 case TEXTURELAYERTYPE_TEXTURE:
10044                         // singletexture unlit texture with transparency support
10045                         R_Mesh_TexBind(0, layer->texture);
10046                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10047                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10048                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10049                         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);
10050                         break;
10051                 case TEXTURELAYERTYPE_FOG:
10052                         // singletexture fogging
10053                         if (layer->texture)
10054                         {
10055                                 R_Mesh_TexBind(0, layer->texture);
10056                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10057                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10058                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10059                         }
10060                         else
10061                         {
10062                                 R_Mesh_TexBind(0, 0);
10063                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10064                         }
10065                         // generate a color array for the fog pass
10066                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10067                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10068                         RSurf_DrawBatch();
10069                         break;
10070                 default:
10071                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10072                 }
10073         }
10074         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10075         {
10076                 GL_DepthFunc(GL_LEQUAL);
10077                 GL_AlphaTest(false);
10078         }
10079 }
10080
10081 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10082 {
10083         int vi;
10084         int j;
10085         r_vertexgeneric_t *batchvertex;
10086         float c[4];
10087
10088 //      R_Mesh_ResetTextureState();
10089         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10090
10091         if(rsurface.texture && rsurface.texture->currentskinframe)
10092         {
10093                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10094                 c[3] *= rsurface.texture->currentalpha;
10095         }
10096         else
10097         {
10098                 c[0] = 1;
10099                 c[1] = 0;
10100                 c[2] = 1;
10101                 c[3] = 1;
10102         }
10103
10104         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10105         {
10106                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10107                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10108                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10109         }
10110
10111         // brighten it up (as texture value 127 means "unlit")
10112         c[0] *= 2 * r_refdef.view.colorscale;
10113         c[1] *= 2 * r_refdef.view.colorscale;
10114         c[2] *= 2 * r_refdef.view.colorscale;
10115
10116         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10117                 c[3] *= r_wateralpha.value;
10118
10119         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10120         {
10121                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10122                 GL_DepthMask(false);
10123         }
10124         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10125         {
10126                 GL_BlendFunc(GL_ONE, GL_ONE);
10127                 GL_DepthMask(false);
10128         }
10129         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10130         {
10131                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10132                 GL_DepthMask(false);
10133         }
10134         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10135         {
10136                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10137                 GL_DepthMask(false);
10138         }
10139         else
10140         {
10141                 GL_BlendFunc(GL_ONE, GL_ZERO);
10142                 GL_DepthMask(writedepth);
10143         }
10144
10145         if (r_showsurfaces.integer == 3)
10146         {
10147                 rsurface.passcolor4f = NULL;
10148
10149                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10150                 {
10151                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10152
10153                         rsurface.passcolor4f = NULL;
10154                         rsurface.passcolor4f_vertexbuffer = 0;
10155                         rsurface.passcolor4f_bufferoffset = 0;
10156                 }
10157                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10158                 {
10159                         qboolean applycolor = true;
10160                         float one = 1.0;
10161
10162                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10163
10164                         r_refdef.lightmapintensity = 1;
10165                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10166                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10167                 }
10168                 else if (FAKELIGHT_ENABLED)
10169                 {
10170                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10171
10172                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10173                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10174                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10175                 }
10176                 else
10177                 {
10178                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10179
10180                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10181                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10182                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10183                 }
10184
10185                 if(!rsurface.passcolor4f)
10186                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10187
10188                 RSurf_DrawBatch_GL11_ApplyAmbient();
10189                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10190                 if(r_refdef.fogenabled)
10191                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10192                 RSurf_DrawBatch_GL11_ClampColor();
10193
10194                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10195                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10196                 RSurf_DrawBatch();
10197         }
10198         else if (!r_refdef.view.showdebug)
10199         {
10200                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10201                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10202                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10203                 {
10204                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10205                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10206                 }
10207                 R_Mesh_PrepareVertices_Generic_Unlock();
10208                 RSurf_DrawBatch();
10209         }
10210         else if (r_showsurfaces.integer == 4)
10211         {
10212                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10213                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10214                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10215                 {
10216                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10217                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10218                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10219                 }
10220                 R_Mesh_PrepareVertices_Generic_Unlock();
10221                 RSurf_DrawBatch();
10222         }
10223         else if (r_showsurfaces.integer == 2)
10224         {
10225                 const int *e;
10226                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10227                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10228                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10229                 {
10230                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10231                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10232                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10233                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10234                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10235                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10236                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10237                 }
10238                 R_Mesh_PrepareVertices_Generic_Unlock();
10239                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10240         }
10241         else
10242         {
10243                 int texturesurfaceindex;
10244                 int k;
10245                 const msurface_t *surface;
10246                 float surfacecolor4f[4];
10247                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10248                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10249                 vi = 0;
10250                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10251                 {
10252                         surface = texturesurfacelist[texturesurfaceindex];
10253                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10254                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10255                         for (j = 0;j < surface->num_vertices;j++)
10256                         {
10257                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10258                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10259                                 vi++;
10260                         }
10261                 }
10262                 R_Mesh_PrepareVertices_Generic_Unlock();
10263                 RSurf_DrawBatch();
10264         }
10265 }
10266
10267 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10268 {
10269         CHECKGLERROR
10270         RSurf_SetupDepthAndCulling();
10271         if (r_showsurfaces.integer)
10272         {
10273                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10274                 return;
10275         }
10276         switch (vid.renderpath)
10277         {
10278         case RENDERPATH_GL20:
10279         case RENDERPATH_D3D9:
10280         case RENDERPATH_D3D10:
10281         case RENDERPATH_D3D11:
10282         case RENDERPATH_SOFT:
10283         case RENDERPATH_GLES2:
10284                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10285                 break;
10286         case RENDERPATH_GL13:
10287         case RENDERPATH_GLES1:
10288                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10289                 break;
10290         case RENDERPATH_GL11:
10291                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10292                 break;
10293         }
10294         CHECKGLERROR
10295 }
10296
10297 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10298 {
10299         CHECKGLERROR
10300         RSurf_SetupDepthAndCulling();
10301         if (r_showsurfaces.integer)
10302         {
10303                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10304                 return;
10305         }
10306         switch (vid.renderpath)
10307         {
10308         case RENDERPATH_GL20:
10309         case RENDERPATH_D3D9:
10310         case RENDERPATH_D3D10:
10311         case RENDERPATH_D3D11:
10312         case RENDERPATH_SOFT:
10313         case RENDERPATH_GLES2:
10314                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10315                 break;
10316         case RENDERPATH_GL13:
10317         case RENDERPATH_GLES1:
10318                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10319                 break;
10320         case RENDERPATH_GL11:
10321                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10322                 break;
10323         }
10324         CHECKGLERROR
10325 }
10326
10327 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10328 {
10329         int i, j;
10330         int texturenumsurfaces, endsurface;
10331         texture_t *texture;
10332         const msurface_t *surface;
10333         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10334
10335         // if the model is static it doesn't matter what value we give for
10336         // wantnormals and wanttangents, so this logic uses only rules applicable
10337         // to a model, knowing that they are meaningless otherwise
10338         if (ent == r_refdef.scene.worldentity)
10339                 RSurf_ActiveWorldEntity();
10340         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10341                 RSurf_ActiveModelEntity(ent, false, false, false);
10342         else
10343         {
10344                 switch (vid.renderpath)
10345                 {
10346                 case RENDERPATH_GL20:
10347                 case RENDERPATH_D3D9:
10348                 case RENDERPATH_D3D10:
10349                 case RENDERPATH_D3D11:
10350                 case RENDERPATH_SOFT:
10351                 case RENDERPATH_GLES2:
10352                         RSurf_ActiveModelEntity(ent, true, true, false);
10353                         break;
10354                 case RENDERPATH_GL11:
10355                 case RENDERPATH_GL13:
10356                 case RENDERPATH_GLES1:
10357                         RSurf_ActiveModelEntity(ent, true, false, false);
10358                         break;
10359                 }
10360         }
10361
10362         if (r_transparentdepthmasking.integer)
10363         {
10364                 qboolean setup = false;
10365                 for (i = 0;i < numsurfaces;i = j)
10366                 {
10367                         j = i + 1;
10368                         surface = rsurface.modelsurfaces + surfacelist[i];
10369                         texture = surface->texture;
10370                         rsurface.texture = R_GetCurrentTexture(texture);
10371                         rsurface.lightmaptexture = NULL;
10372                         rsurface.deluxemaptexture = NULL;
10373                         rsurface.uselightmaptexture = false;
10374                         // scan ahead until we find a different texture
10375                         endsurface = min(i + 1024, numsurfaces);
10376                         texturenumsurfaces = 0;
10377                         texturesurfacelist[texturenumsurfaces++] = surface;
10378                         for (;j < endsurface;j++)
10379                         {
10380                                 surface = rsurface.modelsurfaces + surfacelist[j];
10381                                 if (texture != surface->texture)
10382                                         break;
10383                                 texturesurfacelist[texturenumsurfaces++] = surface;
10384                         }
10385                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10386                                 continue;
10387                         // render the range of surfaces as depth
10388                         if (!setup)
10389                         {
10390                                 setup = true;
10391                                 GL_ColorMask(0,0,0,0);
10392                                 GL_Color(1,1,1,1);
10393                                 GL_DepthTest(true);
10394                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10395                                 GL_DepthMask(true);
10396 //                              R_Mesh_ResetTextureState();
10397                                 R_SetupShader_DepthOrShadow(false);
10398                         }
10399                         RSurf_SetupDepthAndCulling();
10400                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10401                         if (rsurface.batchvertex3fbuffer)
10402                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10403                         else
10404                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10405                         RSurf_DrawBatch();
10406                 }
10407                 if (setup)
10408                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10409         }
10410
10411         for (i = 0;i < numsurfaces;i = j)
10412         {
10413                 j = i + 1;
10414                 surface = rsurface.modelsurfaces + surfacelist[i];
10415                 texture = surface->texture;
10416                 rsurface.texture = R_GetCurrentTexture(texture);
10417                 // scan ahead until we find a different texture
10418                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10419                 texturenumsurfaces = 0;
10420                 texturesurfacelist[texturenumsurfaces++] = surface;
10421                 if(FAKELIGHT_ENABLED)
10422                 {
10423                         rsurface.lightmaptexture = NULL;
10424                         rsurface.deluxemaptexture = NULL;
10425                         rsurface.uselightmaptexture = false;
10426                         for (;j < endsurface;j++)
10427                         {
10428                                 surface = rsurface.modelsurfaces + surfacelist[j];
10429                                 if (texture != surface->texture)
10430                                         break;
10431                                 texturesurfacelist[texturenumsurfaces++] = surface;
10432                         }
10433                 }
10434                 else
10435                 {
10436                         rsurface.lightmaptexture = surface->lightmaptexture;
10437                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10438                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10439                         for (;j < endsurface;j++)
10440                         {
10441                                 surface = rsurface.modelsurfaces + surfacelist[j];
10442                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10443                                         break;
10444                                 texturesurfacelist[texturenumsurfaces++] = surface;
10445                         }
10446                 }
10447                 // render the range of surfaces
10448                 if (ent == r_refdef.scene.worldentity)
10449                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10450                 else
10451                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10452         }
10453         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10454 }
10455
10456 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10457 {
10458         // transparent surfaces get pushed off into the transparent queue
10459         int surfacelistindex;
10460         const msurface_t *surface;
10461         vec3_t tempcenter, center;
10462         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10463         {
10464                 surface = texturesurfacelist[surfacelistindex];
10465                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10466                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10467                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10468                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10469                 if (queueentity->transparent_offset) // transparent offset
10470                 {
10471                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10472                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10473                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10474                 }
10475                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10476         }
10477 }
10478
10479 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10480 {
10481         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10482                 return;
10483         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10484                 return;
10485         RSurf_SetupDepthAndCulling();
10486         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10487         if (rsurface.batchvertex3fbuffer)
10488                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10489         else
10490                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10491         RSurf_DrawBatch();
10492 }
10493
10494 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10495 {
10496         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10497         CHECKGLERROR
10498         if (depthonly)
10499                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10500         else if (prepass)
10501         {
10502                 if (!rsurface.texture->currentnumlayers)
10503                         return;
10504                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10505                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10506                 else
10507                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10508         }
10509         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10510                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10511         else if (!rsurface.texture->currentnumlayers)
10512                 return;
10513         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10514         {
10515                 // in the deferred case, transparent surfaces were queued during prepass
10516                 if (!r_shadow_usingdeferredprepass)
10517                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10518         }
10519         else
10520         {
10521                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10522                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10523         }
10524         CHECKGLERROR
10525 }
10526
10527 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10528 {
10529         int i, j;
10530         texture_t *texture;
10531         R_FrameData_SetMark();
10532         // break the surface list down into batches by texture and use of lightmapping
10533         for (i = 0;i < numsurfaces;i = j)
10534         {
10535                 j = i + 1;
10536                 // texture is the base texture pointer, rsurface.texture is the
10537                 // current frame/skin the texture is directing us to use (for example
10538                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10539                 // use skin 1 instead)
10540                 texture = surfacelist[i]->texture;
10541                 rsurface.texture = R_GetCurrentTexture(texture);
10542                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10543                 {
10544                         // if this texture is not the kind we want, skip ahead to the next one
10545                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10546                                 ;
10547                         continue;
10548                 }
10549                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10550                 {
10551                         rsurface.lightmaptexture = NULL;
10552                         rsurface.deluxemaptexture = NULL;
10553                         rsurface.uselightmaptexture = false;
10554                         // simply scan ahead until we find a different texture or lightmap state
10555                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10556                                 ;
10557                 }
10558                 else
10559                 {
10560                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10561                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10562                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10563                         // simply scan ahead until we find a different texture or lightmap state
10564                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10565                                 ;
10566                 }
10567                 // render the range of surfaces
10568                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10569         }
10570         R_FrameData_ReturnToMark();
10571 }
10572
10573 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10574 {
10575         CHECKGLERROR
10576         if (depthonly)
10577                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10578         else if (prepass)
10579         {
10580                 if (!rsurface.texture->currentnumlayers)
10581                         return;
10582                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10583                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10584                 else
10585                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10586         }
10587         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10588                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10589         else if (!rsurface.texture->currentnumlayers)
10590                 return;
10591         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10592         {
10593                 // in the deferred case, transparent surfaces were queued during prepass
10594                 if (!r_shadow_usingdeferredprepass)
10595                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10596         }
10597         else
10598         {
10599                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10600                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10601         }
10602         CHECKGLERROR
10603 }
10604
10605 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10606 {
10607         int i, j;
10608         texture_t *texture;
10609         R_FrameData_SetMark();
10610         // break the surface list down into batches by texture and use of lightmapping
10611         for (i = 0;i < numsurfaces;i = j)
10612         {
10613                 j = i + 1;
10614                 // texture is the base texture pointer, rsurface.texture is the
10615                 // current frame/skin the texture is directing us to use (for example
10616                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10617                 // use skin 1 instead)
10618                 texture = surfacelist[i]->texture;
10619                 rsurface.texture = R_GetCurrentTexture(texture);
10620                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10621                 {
10622                         // if this texture is not the kind we want, skip ahead to the next one
10623                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10624                                 ;
10625                         continue;
10626                 }
10627                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10628                 {
10629                         rsurface.lightmaptexture = NULL;
10630                         rsurface.deluxemaptexture = NULL;
10631                         rsurface.uselightmaptexture = false;
10632                         // simply scan ahead until we find a different texture or lightmap state
10633                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10634                                 ;
10635                 }
10636                 else
10637                 {
10638                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10639                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10640                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10641                         // simply scan ahead until we find a different texture or lightmap state
10642                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10643                                 ;
10644                 }
10645                 // render the range of surfaces
10646                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10647         }
10648         R_FrameData_ReturnToMark();
10649 }
10650
10651 float locboxvertex3f[6*4*3] =
10652 {
10653         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10654         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10655         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10656         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10657         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10658         1,0,0, 0,0,0, 0,1,0, 1,1,0
10659 };
10660
10661 unsigned short locboxelements[6*2*3] =
10662 {
10663          0, 1, 2, 0, 2, 3,
10664          4, 5, 6, 4, 6, 7,
10665          8, 9,10, 8,10,11,
10666         12,13,14, 12,14,15,
10667         16,17,18, 16,18,19,
10668         20,21,22, 20,22,23
10669 };
10670
10671 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10672 {
10673         int i, j;
10674         cl_locnode_t *loc = (cl_locnode_t *)ent;
10675         vec3_t mins, size;
10676         float vertex3f[6*4*3];
10677         CHECKGLERROR
10678         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10679         GL_DepthMask(false);
10680         GL_DepthRange(0, 1);
10681         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10682         GL_DepthTest(true);
10683         GL_CullFace(GL_NONE);
10684         R_EntityMatrix(&identitymatrix);
10685
10686 //      R_Mesh_ResetTextureState();
10687
10688         i = surfacelist[0];
10689         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10690                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10691                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10692                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10693
10694         if (VectorCompare(loc->mins, loc->maxs))
10695         {
10696                 VectorSet(size, 2, 2, 2);
10697                 VectorMA(loc->mins, -0.5f, size, mins);
10698         }
10699         else
10700         {
10701                 VectorCopy(loc->mins, mins);
10702                 VectorSubtract(loc->maxs, loc->mins, size);
10703         }
10704
10705         for (i = 0;i < 6*4*3;)
10706                 for (j = 0;j < 3;j++, i++)
10707                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10708
10709         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10710         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10711         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10712 }
10713
10714 void R_DrawLocs(void)
10715 {
10716         int index;
10717         cl_locnode_t *loc, *nearestloc;
10718         vec3_t center;
10719         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10720         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10721         {
10722                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10723                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10724         }
10725 }
10726
10727 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10728 {
10729         if (decalsystem->decals)
10730                 Mem_Free(decalsystem->decals);
10731         memset(decalsystem, 0, sizeof(*decalsystem));
10732 }
10733
10734 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)
10735 {
10736         tridecal_t *decal;
10737         tridecal_t *decals;
10738         int i;
10739
10740         // expand or initialize the system
10741         if (decalsystem->maxdecals <= decalsystem->numdecals)
10742         {
10743                 decalsystem_t old = *decalsystem;
10744                 qboolean useshortelements;
10745                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10746                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10747                 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)));
10748                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10749                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10750                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10751                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10752                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10753                 if (decalsystem->numdecals)
10754                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10755                 if (old.decals)
10756                         Mem_Free(old.decals);
10757                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10758                         decalsystem->element3i[i] = i;
10759                 if (useshortelements)
10760                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10761                                 decalsystem->element3s[i] = i;
10762         }
10763
10764         // grab a decal and search for another free slot for the next one
10765         decals = decalsystem->decals;
10766         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10767         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10768                 ;
10769         decalsystem->freedecal = i;
10770         if (decalsystem->numdecals <= i)
10771                 decalsystem->numdecals = i + 1;
10772
10773         // initialize the decal
10774         decal->lived = 0;
10775         decal->triangleindex = triangleindex;
10776         decal->surfaceindex = surfaceindex;
10777         decal->decalsequence = decalsequence;
10778         decal->color4f[0][0] = c0[0];
10779         decal->color4f[0][1] = c0[1];
10780         decal->color4f[0][2] = c0[2];
10781         decal->color4f[0][3] = 1;
10782         decal->color4f[1][0] = c1[0];
10783         decal->color4f[1][1] = c1[1];
10784         decal->color4f[1][2] = c1[2];
10785         decal->color4f[1][3] = 1;
10786         decal->color4f[2][0] = c2[0];
10787         decal->color4f[2][1] = c2[1];
10788         decal->color4f[2][2] = c2[2];
10789         decal->color4f[2][3] = 1;
10790         decal->vertex3f[0][0] = v0[0];
10791         decal->vertex3f[0][1] = v0[1];
10792         decal->vertex3f[0][2] = v0[2];
10793         decal->vertex3f[1][0] = v1[0];
10794         decal->vertex3f[1][1] = v1[1];
10795         decal->vertex3f[1][2] = v1[2];
10796         decal->vertex3f[2][0] = v2[0];
10797         decal->vertex3f[2][1] = v2[1];
10798         decal->vertex3f[2][2] = v2[2];
10799         decal->texcoord2f[0][0] = t0[0];
10800         decal->texcoord2f[0][1] = t0[1];
10801         decal->texcoord2f[1][0] = t1[0];
10802         decal->texcoord2f[1][1] = t1[1];
10803         decal->texcoord2f[2][0] = t2[0];
10804         decal->texcoord2f[2][1] = t2[1];
10805         TriangleNormal(v0, v1, v2, decal->plane);
10806         VectorNormalize(decal->plane);
10807         decal->plane[3] = DotProduct(v0, decal->plane);
10808 }
10809
10810 extern cvar_t cl_decals_bias;
10811 extern cvar_t cl_decals_models;
10812 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10813 // baseparms, parms, temps
10814 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)
10815 {
10816         int cornerindex;
10817         int index;
10818         float v[9][3];
10819         const float *vertex3f;
10820         const float *normal3f;
10821         int numpoints;
10822         float points[2][9][3];
10823         float temp[3];
10824         float tc[9][2];
10825         float f;
10826         float c[9][4];
10827         const int *e;
10828
10829         e = rsurface.modelelement3i + 3*triangleindex;
10830
10831         vertex3f = rsurface.modelvertex3f;
10832         normal3f = rsurface.modelnormal3f;
10833
10834         if (normal3f)
10835         {
10836                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10837                 {
10838                         index = 3*e[cornerindex];
10839                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10840                 }
10841         }
10842         else
10843         {
10844                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10845                 {
10846                         index = 3*e[cornerindex];
10847                         VectorCopy(vertex3f + index, v[cornerindex]);
10848                 }
10849         }
10850
10851         // cull backfaces
10852         //TriangleNormal(v[0], v[1], v[2], normal);
10853         //if (DotProduct(normal, localnormal) < 0.0f)
10854         //      continue;
10855         // clip by each of the box planes formed from the projection matrix
10856         // if anything survives, we emit the decal
10857         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]);
10858         if (numpoints < 3)
10859                 return;
10860         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]);
10861         if (numpoints < 3)
10862                 return;
10863         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]);
10864         if (numpoints < 3)
10865                 return;
10866         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]);
10867         if (numpoints < 3)
10868                 return;
10869         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]);
10870         if (numpoints < 3)
10871                 return;
10872         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]);
10873         if (numpoints < 3)
10874                 return;
10875         // some part of the triangle survived, so we have to accept it...
10876         if (dynamic)
10877         {
10878                 // dynamic always uses the original triangle
10879                 numpoints = 3;
10880                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10881                 {
10882                         index = 3*e[cornerindex];
10883                         VectorCopy(vertex3f + index, v[cornerindex]);
10884                 }
10885         }
10886         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10887         {
10888                 // convert vertex positions to texcoords
10889                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10890                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10891                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10892                 // calculate distance fade from the projection origin
10893                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10894                 f = bound(0.0f, f, 1.0f);
10895                 c[cornerindex][0] = r * f;
10896                 c[cornerindex][1] = g * f;
10897                 c[cornerindex][2] = b * f;
10898                 c[cornerindex][3] = 1.0f;
10899                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10900         }
10901         if (dynamic)
10902                 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);
10903         else
10904                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10905                         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);
10906 }
10907 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)
10908 {
10909         matrix4x4_t projection;
10910         decalsystem_t *decalsystem;
10911         qboolean dynamic;
10912         dp_model_t *model;
10913         const msurface_t *surface;
10914         const msurface_t *surfaces;
10915         const int *surfacelist;
10916         const texture_t *texture;
10917         int numtriangles;
10918         int numsurfacelist;
10919         int surfacelistindex;
10920         int surfaceindex;
10921         int triangleindex;
10922         float localorigin[3];
10923         float localnormal[3];
10924         float localmins[3];
10925         float localmaxs[3];
10926         float localsize;
10927         //float normal[3];
10928         float planes[6][4];
10929         float angles[3];
10930         bih_t *bih;
10931         int bih_triangles_count;
10932         int bih_triangles[256];
10933         int bih_surfaces[256];
10934
10935         decalsystem = &ent->decalsystem;
10936         model = ent->model;
10937         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10938         {
10939                 R_DecalSystem_Reset(&ent->decalsystem);
10940                 return;
10941         }
10942
10943         if (!model->brush.data_leafs && !cl_decals_models.integer)
10944         {
10945                 if (decalsystem->model)
10946                         R_DecalSystem_Reset(decalsystem);
10947                 return;
10948         }
10949
10950         if (decalsystem->model != model)
10951                 R_DecalSystem_Reset(decalsystem);
10952         decalsystem->model = model;
10953
10954         RSurf_ActiveModelEntity(ent, true, false, false);
10955
10956         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10957         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10958         VectorNormalize(localnormal);
10959         localsize = worldsize*rsurface.inversematrixscale;
10960         localmins[0] = localorigin[0] - localsize;
10961         localmins[1] = localorigin[1] - localsize;
10962         localmins[2] = localorigin[2] - localsize;
10963         localmaxs[0] = localorigin[0] + localsize;
10964         localmaxs[1] = localorigin[1] + localsize;
10965         localmaxs[2] = localorigin[2] + localsize;
10966
10967         //VectorCopy(localnormal, planes[4]);
10968         //VectorVectors(planes[4], planes[2], planes[0]);
10969         AnglesFromVectors(angles, localnormal, NULL, false);
10970         AngleVectors(angles, planes[0], planes[2], planes[4]);
10971         VectorNegate(planes[0], planes[1]);
10972         VectorNegate(planes[2], planes[3]);
10973         VectorNegate(planes[4], planes[5]);
10974         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10975         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10976         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10977         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10978         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10979         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10980
10981 #if 1
10982 // works
10983 {
10984         matrix4x4_t forwardprojection;
10985         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10986         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10987 }
10988 #else
10989 // broken
10990 {
10991         float projectionvector[4][3];
10992         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10993         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10994         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10995         projectionvector[0][0] = planes[0][0] * ilocalsize;
10996         projectionvector[0][1] = planes[1][0] * ilocalsize;
10997         projectionvector[0][2] = planes[2][0] * ilocalsize;
10998         projectionvector[1][0] = planes[0][1] * ilocalsize;
10999         projectionvector[1][1] = planes[1][1] * ilocalsize;
11000         projectionvector[1][2] = planes[2][1] * ilocalsize;
11001         projectionvector[2][0] = planes[0][2] * ilocalsize;
11002         projectionvector[2][1] = planes[1][2] * ilocalsize;
11003         projectionvector[2][2] = planes[2][2] * ilocalsize;
11004         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11005         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11006         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11007         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11008 }
11009 #endif
11010
11011         dynamic = model->surfmesh.isanimated;
11012         numsurfacelist = model->nummodelsurfaces;
11013         surfacelist = model->sortedmodelsurfaces;
11014         surfaces = model->data_surfaces;
11015
11016         bih = NULL;
11017         bih_triangles_count = -1;
11018         if(!dynamic)
11019         {
11020                 if(model->render_bih.numleafs)
11021                         bih = &model->render_bih;
11022                 else if(model->collision_bih.numleafs)
11023                         bih = &model->collision_bih;
11024         }
11025         if(bih)
11026                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11027         if(bih_triangles_count == 0)
11028                 return;
11029         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11030                 return;
11031         if(bih_triangles_count > 0)
11032         {
11033                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11034                 {
11035                         surfaceindex = bih_surfaces[triangleindex];
11036                         surface = surfaces + surfaceindex;
11037                         texture = surface->texture;
11038                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11039                                 continue;
11040                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11041                                 continue;
11042                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11043                 }
11044         }
11045         else
11046         {
11047                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11048                 {
11049                         surfaceindex = surfacelist[surfacelistindex];
11050                         surface = surfaces + surfaceindex;
11051                         // check cull box first because it rejects more than any other check
11052                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11053                                 continue;
11054                         // skip transparent surfaces
11055                         texture = surface->texture;
11056                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11057                                 continue;
11058                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11059                                 continue;
11060                         numtriangles = surface->num_triangles;
11061                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11062                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11063                 }
11064         }
11065 }
11066
11067 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11068 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)
11069 {
11070         int renderentityindex;
11071         float worldmins[3];
11072         float worldmaxs[3];
11073         entity_render_t *ent;
11074
11075         if (!cl_decals_newsystem.integer)
11076                 return;
11077
11078         worldmins[0] = worldorigin[0] - worldsize;
11079         worldmins[1] = worldorigin[1] - worldsize;
11080         worldmins[2] = worldorigin[2] - worldsize;
11081         worldmaxs[0] = worldorigin[0] + worldsize;
11082         worldmaxs[1] = worldorigin[1] + worldsize;
11083         worldmaxs[2] = worldorigin[2] + worldsize;
11084
11085         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11086
11087         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11088         {
11089                 ent = r_refdef.scene.entities[renderentityindex];
11090                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11091                         continue;
11092
11093                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11094         }
11095 }
11096
11097 typedef struct r_decalsystem_splatqueue_s
11098 {
11099         vec3_t worldorigin;
11100         vec3_t worldnormal;
11101         float color[4];
11102         float tcrange[4];
11103         float worldsize;
11104         int decalsequence;
11105 }
11106 r_decalsystem_splatqueue_t;
11107
11108 int r_decalsystem_numqueued = 0;
11109 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11110
11111 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)
11112 {
11113         r_decalsystem_splatqueue_t *queue;
11114
11115         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11116                 return;
11117
11118         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11119         VectorCopy(worldorigin, queue->worldorigin);
11120         VectorCopy(worldnormal, queue->worldnormal);
11121         Vector4Set(queue->color, r, g, b, a);
11122         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11123         queue->worldsize = worldsize;
11124         queue->decalsequence = cl.decalsequence++;
11125 }
11126
11127 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11128 {
11129         int i;
11130         r_decalsystem_splatqueue_t *queue;
11131
11132         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11133                 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);
11134         r_decalsystem_numqueued = 0;
11135 }
11136
11137 extern cvar_t cl_decals_max;
11138 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11139 {
11140         int i;
11141         decalsystem_t *decalsystem = &ent->decalsystem;
11142         int numdecals;
11143         int killsequence;
11144         tridecal_t *decal;
11145         float frametime;
11146         float lifetime;
11147
11148         if (!decalsystem->numdecals)
11149                 return;
11150
11151         if (r_showsurfaces.integer)
11152                 return;
11153
11154         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11155         {
11156                 R_DecalSystem_Reset(decalsystem);
11157                 return;
11158         }
11159
11160         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11161         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11162
11163         if (decalsystem->lastupdatetime)
11164                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11165         else
11166                 frametime = 0;
11167         decalsystem->lastupdatetime = r_refdef.scene.time;
11168         decal = decalsystem->decals;
11169         numdecals = decalsystem->numdecals;
11170
11171         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11172         {
11173                 if (decal->color4f[0][3])
11174                 {
11175                         decal->lived += frametime;
11176                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11177                         {
11178                                 memset(decal, 0, sizeof(*decal));
11179                                 if (decalsystem->freedecal > i)
11180                                         decalsystem->freedecal = i;
11181                         }
11182                 }
11183         }
11184         decal = decalsystem->decals;
11185         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11186                 numdecals--;
11187
11188         // collapse the array by shuffling the tail decals into the gaps
11189         for (;;)
11190         {
11191                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11192                         decalsystem->freedecal++;
11193                 if (decalsystem->freedecal == numdecals)
11194                         break;
11195                 decal[decalsystem->freedecal] = decal[--numdecals];
11196         }
11197
11198         decalsystem->numdecals = numdecals;
11199
11200         if (numdecals <= 0)
11201         {
11202                 // if there are no decals left, reset decalsystem
11203                 R_DecalSystem_Reset(decalsystem);
11204         }
11205 }
11206
11207 extern skinframe_t *decalskinframe;
11208 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11209 {
11210         int i;
11211         decalsystem_t *decalsystem = &ent->decalsystem;
11212         int numdecals;
11213         tridecal_t *decal;
11214         float faderate;
11215         float alpha;
11216         float *v3f;
11217         float *c4f;
11218         float *t2f;
11219         const int *e;
11220         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11221         int numtris = 0;
11222
11223         numdecals = decalsystem->numdecals;
11224         if (!numdecals)
11225                 return;
11226
11227         if (r_showsurfaces.integer)
11228                 return;
11229
11230         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11231         {
11232                 R_DecalSystem_Reset(decalsystem);
11233                 return;
11234         }
11235
11236         // if the model is static it doesn't matter what value we give for
11237         // wantnormals and wanttangents, so this logic uses only rules applicable
11238         // to a model, knowing that they are meaningless otherwise
11239         if (ent == r_refdef.scene.worldentity)
11240                 RSurf_ActiveWorldEntity();
11241         else
11242                 RSurf_ActiveModelEntity(ent, false, false, false);
11243
11244         decalsystem->lastupdatetime = r_refdef.scene.time;
11245         decal = decalsystem->decals;
11246
11247         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11248
11249         // update vertex positions for animated models
11250         v3f = decalsystem->vertex3f;
11251         c4f = decalsystem->color4f;
11252         t2f = decalsystem->texcoord2f;
11253         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11254         {
11255                 if (!decal->color4f[0][3])
11256                         continue;
11257
11258                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11259                         continue;
11260
11261                 // skip backfaces
11262                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11263                         continue;
11264
11265                 // update color values for fading decals
11266                 if (decal->lived >= cl_decals_time.value)
11267                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11268                 else
11269                         alpha = 1.0f;
11270
11271                 c4f[ 0] = decal->color4f[0][0] * alpha;
11272                 c4f[ 1] = decal->color4f[0][1] * alpha;
11273                 c4f[ 2] = decal->color4f[0][2] * alpha;
11274                 c4f[ 3] = 1;
11275                 c4f[ 4] = decal->color4f[1][0] * alpha;
11276                 c4f[ 5] = decal->color4f[1][1] * alpha;
11277                 c4f[ 6] = decal->color4f[1][2] * alpha;
11278                 c4f[ 7] = 1;
11279                 c4f[ 8] = decal->color4f[2][0] * alpha;
11280                 c4f[ 9] = decal->color4f[2][1] * alpha;
11281                 c4f[10] = decal->color4f[2][2] * alpha;
11282                 c4f[11] = 1;
11283
11284                 t2f[0] = decal->texcoord2f[0][0];
11285                 t2f[1] = decal->texcoord2f[0][1];
11286                 t2f[2] = decal->texcoord2f[1][0];
11287                 t2f[3] = decal->texcoord2f[1][1];
11288                 t2f[4] = decal->texcoord2f[2][0];
11289                 t2f[5] = decal->texcoord2f[2][1];
11290
11291                 // update vertex positions for animated models
11292                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11293                 {
11294                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11295                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11296                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11297                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11298                 }
11299                 else
11300                 {
11301                         VectorCopy(decal->vertex3f[0], v3f);
11302                         VectorCopy(decal->vertex3f[1], v3f + 3);
11303                         VectorCopy(decal->vertex3f[2], v3f + 6);
11304                 }
11305
11306                 if (r_refdef.fogenabled)
11307                 {
11308                         alpha = RSurf_FogVertex(v3f);
11309                         VectorScale(c4f, alpha, c4f);
11310                         alpha = RSurf_FogVertex(v3f + 3);
11311                         VectorScale(c4f + 4, alpha, c4f + 4);
11312                         alpha = RSurf_FogVertex(v3f + 6);
11313                         VectorScale(c4f + 8, alpha, c4f + 8);
11314                 }
11315
11316                 v3f += 9;
11317                 c4f += 12;
11318                 t2f += 6;
11319                 numtris++;
11320         }
11321
11322         if (numtris > 0)
11323         {
11324                 r_refdef.stats.drawndecals += numtris;
11325
11326                 // now render the decals all at once
11327                 // (this assumes they all use one particle font texture!)
11328                 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);
11329 //              R_Mesh_ResetTextureState();
11330                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11331                 GL_DepthMask(false);
11332                 GL_DepthRange(0, 1);
11333                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11334                 GL_DepthTest(true);
11335                 GL_CullFace(GL_NONE);
11336                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11337                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11338                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11339         }
11340 }
11341
11342 static void R_DrawModelDecals(void)
11343 {
11344         int i, numdecals;
11345
11346         // fade faster when there are too many decals
11347         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11348         for (i = 0;i < r_refdef.scene.numentities;i++)
11349                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11350
11351         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11352         for (i = 0;i < r_refdef.scene.numentities;i++)
11353                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11354                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11355
11356         R_DecalSystem_ApplySplatEntitiesQueue();
11357
11358         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11359         for (i = 0;i < r_refdef.scene.numentities;i++)
11360                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11361
11362         r_refdef.stats.totaldecals += numdecals;
11363
11364         if (r_showsurfaces.integer)
11365                 return;
11366
11367         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11368
11369         for (i = 0;i < r_refdef.scene.numentities;i++)
11370         {
11371                 if (!r_refdef.viewcache.entityvisible[i])
11372                         continue;
11373                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11374                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11375         }
11376 }
11377
11378 extern cvar_t mod_collision_bih;
11379 void R_DrawDebugModel(void)
11380 {
11381         entity_render_t *ent = rsurface.entity;
11382         int i, j, k, l, flagsmask;
11383         const msurface_t *surface;
11384         dp_model_t *model = ent->model;
11385         vec3_t v;
11386
11387         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11388                 return;
11389
11390         if (r_showoverdraw.value > 0)
11391         {
11392                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11393                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11394                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11395                 GL_DepthTest(false);
11396                 GL_DepthMask(false);
11397                 GL_DepthRange(0, 1);
11398                 GL_BlendFunc(GL_ONE, GL_ONE);
11399                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11400                 {
11401                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11402                                 continue;
11403                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11404                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11405                         {
11406                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11407                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11408                                 if (!rsurface.texture->currentlayers->depthmask)
11409                                         GL_Color(c, 0, 0, 1.0f);
11410                                 else if (ent == r_refdef.scene.worldentity)
11411                                         GL_Color(c, c, c, 1.0f);
11412                                 else
11413                                         GL_Color(0, c, 0, 1.0f);
11414                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11415                                 RSurf_DrawBatch();
11416                         }
11417                 }
11418                 rsurface.texture = NULL;
11419         }
11420
11421         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11422
11423 //      R_Mesh_ResetTextureState();
11424         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11425         GL_DepthRange(0, 1);
11426         GL_DepthTest(!r_showdisabledepthtest.integer);
11427         GL_DepthMask(false);
11428         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11429
11430         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11431         {
11432                 int triangleindex;
11433                 int bihleafindex;
11434                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11435                 const q3mbrush_t *brush;
11436                 const bih_t *bih = &model->collision_bih;
11437                 const bih_leaf_t *bihleaf;
11438                 float vertex3f[3][3];
11439                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11440                 cullbox = false;
11441                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11442                 {
11443                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11444                                 continue;
11445                         switch (bihleaf->type)
11446                         {
11447                         case BIH_BRUSH:
11448                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11449                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11450                                 {
11451                                         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);
11452                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11453                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11454                                 }
11455                                 break;
11456                         case BIH_COLLISIONTRIANGLE:
11457                                 triangleindex = bihleaf->itemindex;
11458                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11459                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11460                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11461                                 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);
11462                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11463                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11464                                 break;
11465                         case BIH_RENDERTRIANGLE:
11466                                 triangleindex = bihleaf->itemindex;
11467                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11468                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11469                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11470                                 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);
11471                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11472                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11473                                 break;
11474                         }
11475                 }
11476         }
11477
11478         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11479
11480 #ifndef USE_GLES2
11481         if (r_showtris.integer && qglPolygonMode)
11482         {
11483                 if (r_showdisabledepthtest.integer)
11484                 {
11485                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11486                         GL_DepthMask(false);
11487                 }
11488                 else
11489                 {
11490                         GL_BlendFunc(GL_ONE, GL_ZERO);
11491                         GL_DepthMask(true);
11492                 }
11493                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11494                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11495                 {
11496                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11497                                 continue;
11498                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11499                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11500                         {
11501                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11502                                 if (!rsurface.texture->currentlayers->depthmask)
11503                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11504                                 else if (ent == r_refdef.scene.worldentity)
11505                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11506                                 else
11507                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11508                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11509                                 RSurf_DrawBatch();
11510                         }
11511                 }
11512                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11513                 rsurface.texture = NULL;
11514         }
11515
11516         if (r_shownormals.value != 0 && qglBegin)
11517         {
11518                 if (r_showdisabledepthtest.integer)
11519                 {
11520                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11521                         GL_DepthMask(false);
11522                 }
11523                 else
11524                 {
11525                         GL_BlendFunc(GL_ONE, GL_ZERO);
11526                         GL_DepthMask(true);
11527                 }
11528                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11529                 {
11530                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11531                                 continue;
11532                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11533                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11534                         {
11535                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11536                                 qglBegin(GL_LINES);
11537                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11538                                 {
11539                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11540                                         {
11541                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11542                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11543                                                 qglVertex3f(v[0], v[1], v[2]);
11544                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11545                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11546                                                 qglVertex3f(v[0], v[1], v[2]);
11547                                         }
11548                                 }
11549                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11550                                 {
11551                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11552                                         {
11553                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11554                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11555                                                 qglVertex3f(v[0], v[1], v[2]);
11556                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11557                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11558                                                 qglVertex3f(v[0], v[1], v[2]);
11559                                         }
11560                                 }
11561                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11562                                 {
11563                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11564                                         {
11565                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11566                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11567                                                 qglVertex3f(v[0], v[1], v[2]);
11568                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11569                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11570                                                 qglVertex3f(v[0], v[1], v[2]);
11571                                         }
11572                                 }
11573                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11574                                 {
11575                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11576                                         {
11577                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11578                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11579                                                 qglVertex3f(v[0], v[1], v[2]);
11580                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11581                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11582                                                 qglVertex3f(v[0], v[1], v[2]);
11583                                         }
11584                                 }
11585                                 qglEnd();
11586                                 CHECKGLERROR
11587                         }
11588                 }
11589                 rsurface.texture = NULL;
11590         }
11591 #endif
11592 }
11593
11594 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11595 int r_maxsurfacelist = 0;
11596 const msurface_t **r_surfacelist = NULL;
11597 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11598 {
11599         int i, j, endj, flagsmask;
11600         dp_model_t *model = r_refdef.scene.worldmodel;
11601         msurface_t *surfaces;
11602         unsigned char *update;
11603         int numsurfacelist = 0;
11604         if (model == NULL)
11605                 return;
11606
11607         if (r_maxsurfacelist < model->num_surfaces)
11608         {
11609                 r_maxsurfacelist = model->num_surfaces;
11610                 if (r_surfacelist)
11611                         Mem_Free((msurface_t**)r_surfacelist);
11612                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11613         }
11614
11615         RSurf_ActiveWorldEntity();
11616
11617         surfaces = model->data_surfaces;
11618         update = model->brushq1.lightmapupdateflags;
11619
11620         // update light styles on this submodel
11621         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11622         {
11623                 model_brush_lightstyleinfo_t *style;
11624                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11625                 {
11626                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11627                         {
11628                                 int *list = style->surfacelist;
11629                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11630                                 for (j = 0;j < style->numsurfaces;j++)
11631                                         update[list[j]] = true;
11632                         }
11633                 }
11634         }
11635
11636         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11637
11638         if (debug)
11639         {
11640                 R_DrawDebugModel();
11641                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11642                 return;
11643         }
11644
11645         rsurface.lightmaptexture = NULL;
11646         rsurface.deluxemaptexture = NULL;
11647         rsurface.uselightmaptexture = false;
11648         rsurface.texture = NULL;
11649         rsurface.rtlight = NULL;
11650         numsurfacelist = 0;
11651         // add visible surfaces to draw list
11652         for (i = 0;i < model->nummodelsurfaces;i++)
11653         {
11654                 j = model->sortedmodelsurfaces[i];
11655                 if (r_refdef.viewcache.world_surfacevisible[j])
11656                         r_surfacelist[numsurfacelist++] = surfaces + j;
11657         }
11658         // update lightmaps if needed
11659         if (model->brushq1.firstrender)
11660         {
11661                 model->brushq1.firstrender = false;
11662                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11663                         if (update[j])
11664                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11665         }
11666         else if (update)
11667         {
11668                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11669                         if (r_refdef.viewcache.world_surfacevisible[j])
11670                                 if (update[j])
11671                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11672         }
11673         // don't do anything if there were no surfaces
11674         if (!numsurfacelist)
11675         {
11676                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11677                 return;
11678         }
11679         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11680
11681         // add to stats if desired
11682         if (r_speeds.integer && !skysurfaces && !depthonly)
11683         {
11684                 r_refdef.stats.world_surfaces += numsurfacelist;
11685                 for (j = 0;j < numsurfacelist;j++)
11686                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11687         }
11688
11689         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11690 }
11691
11692 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11693 {
11694         int i, j, endj, flagsmask;
11695         dp_model_t *model = ent->model;
11696         msurface_t *surfaces;
11697         unsigned char *update;
11698         int numsurfacelist = 0;
11699         if (model == NULL)
11700                 return;
11701
11702         if (r_maxsurfacelist < model->num_surfaces)
11703         {
11704                 r_maxsurfacelist = model->num_surfaces;
11705                 if (r_surfacelist)
11706                         Mem_Free((msurface_t **)r_surfacelist);
11707                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11708         }
11709
11710         // if the model is static it doesn't matter what value we give for
11711         // wantnormals and wanttangents, so this logic uses only rules applicable
11712         // to a model, knowing that they are meaningless otherwise
11713         if (ent == r_refdef.scene.worldentity)
11714                 RSurf_ActiveWorldEntity();
11715         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11716                 RSurf_ActiveModelEntity(ent, false, false, false);
11717         else if (prepass)
11718                 RSurf_ActiveModelEntity(ent, true, true, true);
11719         else if (depthonly)
11720         {
11721                 switch (vid.renderpath)
11722                 {
11723                 case RENDERPATH_GL20:
11724                 case RENDERPATH_D3D9:
11725                 case RENDERPATH_D3D10:
11726                 case RENDERPATH_D3D11:
11727                 case RENDERPATH_SOFT:
11728                 case RENDERPATH_GLES2:
11729                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11730                         break;
11731                 case RENDERPATH_GL11:
11732                 case RENDERPATH_GL13:
11733                 case RENDERPATH_GLES1:
11734                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11735                         break;
11736                 }
11737         }
11738         else
11739         {
11740                 switch (vid.renderpath)
11741                 {
11742                 case RENDERPATH_GL20:
11743                 case RENDERPATH_D3D9:
11744                 case RENDERPATH_D3D10:
11745                 case RENDERPATH_D3D11:
11746                 case RENDERPATH_SOFT:
11747                 case RENDERPATH_GLES2:
11748                         RSurf_ActiveModelEntity(ent, true, true, false);
11749                         break;
11750                 case RENDERPATH_GL11:
11751                 case RENDERPATH_GL13:
11752                 case RENDERPATH_GLES1:
11753                         RSurf_ActiveModelEntity(ent, true, false, false);
11754                         break;
11755                 }
11756         }
11757
11758         surfaces = model->data_surfaces;
11759         update = model->brushq1.lightmapupdateflags;
11760
11761         // update light styles
11762         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11763         {
11764                 model_brush_lightstyleinfo_t *style;
11765                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11766                 {
11767                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11768                         {
11769                                 int *list = style->surfacelist;
11770                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11771                                 for (j = 0;j < style->numsurfaces;j++)
11772                                         update[list[j]] = true;
11773                         }
11774                 }
11775         }
11776
11777         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11778
11779         if (debug)
11780         {
11781                 R_DrawDebugModel();
11782                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11783                 return;
11784         }
11785
11786         rsurface.lightmaptexture = NULL;
11787         rsurface.deluxemaptexture = NULL;
11788         rsurface.uselightmaptexture = false;
11789         rsurface.texture = NULL;
11790         rsurface.rtlight = NULL;
11791         numsurfacelist = 0;
11792         // add visible surfaces to draw list
11793         for (i = 0;i < model->nummodelsurfaces;i++)
11794                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11795         // don't do anything if there were no surfaces
11796         if (!numsurfacelist)
11797         {
11798                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11799                 return;
11800         }
11801         // update lightmaps if needed
11802         if (update)
11803         {
11804                 int updated = 0;
11805                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11806                 {
11807                         if (update[j])
11808                         {
11809                                 updated++;
11810                                 R_BuildLightMap(ent, surfaces + j);
11811                         }
11812                 }
11813         }
11814         if (update)
11815                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11816                         if (update[j])
11817                                 R_BuildLightMap(ent, surfaces + j);
11818         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11819
11820         // add to stats if desired
11821         if (r_speeds.integer && !skysurfaces && !depthonly)
11822         {
11823                 r_refdef.stats.entities_surfaces += numsurfacelist;
11824                 for (j = 0;j < numsurfacelist;j++)
11825                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11826         }
11827
11828         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11829 }
11830
11831 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11832 {
11833         static texture_t texture;
11834         static msurface_t surface;
11835         const msurface_t *surfacelist = &surface;
11836
11837         // fake enough texture and surface state to render this geometry
11838
11839         texture.update_lastrenderframe = -1; // regenerate this texture
11840         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11841         texture.currentskinframe = skinframe;
11842         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11843         texture.offsetmapping = OFFSETMAPPING_OFF;
11844         texture.offsetscale = 1;
11845         texture.specularscalemod = 1;
11846         texture.specularpowermod = 1;
11847
11848         surface.texture = &texture;
11849         surface.num_triangles = numtriangles;
11850         surface.num_firsttriangle = firsttriangle;
11851         surface.num_vertices = numvertices;
11852         surface.num_firstvertex = firstvertex;
11853
11854         // now render it
11855         rsurface.texture = R_GetCurrentTexture(surface.texture);
11856         rsurface.lightmaptexture = NULL;
11857         rsurface.deluxemaptexture = NULL;
11858         rsurface.uselightmaptexture = false;
11859         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11860 }
11861
11862 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)
11863 {
11864         static msurface_t surface;
11865         const msurface_t *surfacelist = &surface;
11866
11867         // fake enough texture and surface state to render this geometry
11868         surface.texture = texture;
11869         surface.num_triangles = numtriangles;
11870         surface.num_firsttriangle = firsttriangle;
11871         surface.num_vertices = numvertices;
11872         surface.num_firstvertex = firstvertex;
11873
11874         // now render it
11875         rsurface.texture = R_GetCurrentTexture(surface.texture);
11876         rsurface.lightmaptexture = NULL;
11877         rsurface.deluxemaptexture = NULL;
11878         rsurface.uselightmaptexture = false;
11879         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11880 }