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make R_View_UpdateEntityVisible more readable and consistent
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47 static qboolean r_gpuskeletal;
48
49 //
50 // screen size info
51 //
52 r_refdef_t r_refdef;
53
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 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)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 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"};
61 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"};
62 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"};
63 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"};
64 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"};
65 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"};
66
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 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"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 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)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72
73 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"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 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"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
85 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)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 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"};
89 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"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 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"};
92 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"};
93 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"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 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)"};
102 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)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 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."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 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."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 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"};
127 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"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 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"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148
149 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)"};
150 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"};
151
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 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"};
158 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"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 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"};
162 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)"};
163 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)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 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)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 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)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 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"};
175 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."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
183 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)"};
184 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)"};
185
186 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)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 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"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 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"};
193 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
194 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
195
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
200
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
203
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
210
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
221
222 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"};
223
224 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"};
225
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
227
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
229
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
234
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 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"};
237
238 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
239
240 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)"};
241 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
242 {
243         {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
244         {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
245         {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
246         {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
247 };
248
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
251
252 extern qboolean v_flipped_state;
253
254 r_framebufferstate_t r_fb;
255
256 /// shadow volume bsp struct with automatically growing nodes buffer
257 svbsp_t r_svbsp;
258
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
260
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
274
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
277 {
278         char basename[64];
279         rtexture_t *texture;
280 }
281 cubemapinfo_t;
282
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
285
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
289
290 typedef struct r_qwskincache_s
291 {
292         char name[MAX_QPATH];
293         skinframe_t *skinframe;
294 }
295 r_qwskincache_t;
296
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
299
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
304 {
305         0, 0, 0,
306         1, 0, 0,
307         1, 1, 0,
308         0, 1, 0
309 };
310 const float r_d3dscreenvertex3f[12] =
311 {
312         0, 1, 0,
313         1, 1, 0,
314         1, 0, 0,
315         0, 0, 0
316 };
317
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
319 {
320         int i;
321         for (i = 0;i < verts;i++)
322         {
323                 out[0] = in[0] * r;
324                 out[1] = in[1] * g;
325                 out[2] = in[2] * b;
326                 out[3] = in[3];
327                 in += 4;
328                 out += 4;
329         }
330 }
331
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
333 {
334         int i;
335         for (i = 0;i < verts;i++)
336         {
337                 out[0] = r;
338                 out[1] = g;
339                 out[2] = b;
340                 out[3] = a;
341                 out += 4;
342         }
343 }
344
345 // FIXME: move this to client?
346 void FOG_clear(void)
347 {
348         if (gamemode == GAME_NEHAHRA)
349         {
350                 Cvar_Set("gl_fogenable", "0");
351                 Cvar_Set("gl_fogdensity", "0.2");
352                 Cvar_Set("gl_fogred", "0.3");
353                 Cvar_Set("gl_foggreen", "0.3");
354                 Cvar_Set("gl_fogblue", "0.3");
355         }
356         r_refdef.fog_density = 0;
357         r_refdef.fog_red = 0;
358         r_refdef.fog_green = 0;
359         r_refdef.fog_blue = 0;
360         r_refdef.fog_alpha = 1;
361         r_refdef.fog_start = 0;
362         r_refdef.fog_end = 16384;
363         r_refdef.fog_height = 1<<30;
364         r_refdef.fog_fadedepth = 128;
365         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
366 }
367
368 static void R_BuildBlankTextures(void)
369 {
370         unsigned char data[4];
371         data[2] = 128; // normal X
372         data[1] = 128; // normal Y
373         data[0] = 255; // normal Z
374         data[3] = 255; // height
375         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
376         data[0] = 255;
377         data[1] = 255;
378         data[2] = 255;
379         data[3] = 255;
380         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381         data[0] = 128;
382         data[1] = 128;
383         data[2] = 128;
384         data[3] = 255;
385         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386         data[0] = 0;
387         data[1] = 0;
388         data[2] = 0;
389         data[3] = 255;
390         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 }
392
393 static void R_BuildNoTexture(void)
394 {
395         int x, y;
396         unsigned char pix[16][16][4];
397         // this makes a light grey/dark grey checkerboard texture
398         for (y = 0;y < 16;y++)
399         {
400                 for (x = 0;x < 16;x++)
401                 {
402                         if ((y < 8) ^ (x < 8))
403                         {
404                                 pix[y][x][0] = 128;
405                                 pix[y][x][1] = 128;
406                                 pix[y][x][2] = 128;
407                                 pix[y][x][3] = 255;
408                         }
409                         else
410                         {
411                                 pix[y][x][0] = 64;
412                                 pix[y][x][1] = 64;
413                                 pix[y][x][2] = 64;
414                                 pix[y][x][3] = 255;
415                         }
416                 }
417         }
418         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
419 }
420
421 static void R_BuildWhiteCube(void)
422 {
423         unsigned char data[6*1*1*4];
424         memset(data, 255, sizeof(data));
425         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
426 }
427
428 static void R_BuildNormalizationCube(void)
429 {
430         int x, y, side;
431         vec3_t v;
432         vec_t s, t, intensity;
433 #define NORMSIZE 64
434         unsigned char *data;
435         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436         for (side = 0;side < 6;side++)
437         {
438                 for (y = 0;y < NORMSIZE;y++)
439                 {
440                         for (x = 0;x < NORMSIZE;x++)
441                         {
442                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444                                 switch(side)
445                                 {
446                                 default:
447                                 case 0:
448                                         v[0] = 1;
449                                         v[1] = -t;
450                                         v[2] = -s;
451                                         break;
452                                 case 1:
453                                         v[0] = -1;
454                                         v[1] = -t;
455                                         v[2] = s;
456                                         break;
457                                 case 2:
458                                         v[0] = s;
459                                         v[1] = 1;
460                                         v[2] = t;
461                                         break;
462                                 case 3:
463                                         v[0] = s;
464                                         v[1] = -1;
465                                         v[2] = -t;
466                                         break;
467                                 case 4:
468                                         v[0] = s;
469                                         v[1] = -t;
470                                         v[2] = 1;
471                                         break;
472                                 case 5:
473                                         v[0] = -s;
474                                         v[1] = -t;
475                                         v[2] = -1;
476                                         break;
477                                 }
478                                 intensity = 127.0f / sqrt(DotProduct(v, v));
479                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482                                 data[((side*64+y)*64+x)*4+3] = 255;
483                         }
484                 }
485         }
486         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
487         Mem_Free(data);
488 }
489
490 static void R_BuildFogTexture(void)
491 {
492         int x, b;
493 #define FOGWIDTH 256
494         unsigned char data1[FOGWIDTH][4];
495         //unsigned char data2[FOGWIDTH][4];
496         double d, r, alpha;
497
498         r_refdef.fogmasktable_start = r_refdef.fog_start;
499         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500         r_refdef.fogmasktable_range = r_refdef.fogrange;
501         r_refdef.fogmasktable_density = r_refdef.fog_density;
502
503         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
505         {
506                 d = (x * r - r_refdef.fogmasktable_start);
507                 if(developer_extra.integer)
508                         Con_DPrintf("%f ", d);
509                 d = max(0, d);
510                 if (r_fog_exp2.integer)
511                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
512                 else
513                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514                 if(developer_extra.integer)
515                         Con_DPrintf(" : %f ", alpha);
516                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517                 if(developer_extra.integer)
518                         Con_DPrintf(" = %f\n", alpha);
519                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
520         }
521
522         for (x = 0;x < FOGWIDTH;x++)
523         {
524                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
525                 data1[x][0] = b;
526                 data1[x][1] = b;
527                 data1[x][2] = b;
528                 data1[x][3] = 255;
529                 //data2[x][0] = 255 - b;
530                 //data2[x][1] = 255 - b;
531                 //data2[x][2] = 255 - b;
532                 //data2[x][3] = 255;
533         }
534         if (r_texture_fogattenuation)
535         {
536                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
538         }
539         else
540         {
541                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
543         }
544 }
545
546 static void R_BuildFogHeightTexture(void)
547 {
548         unsigned char *inpixels;
549         int size;
550         int x;
551         int y;
552         int j;
553         float c[4];
554         float f;
555         inpixels = NULL;
556         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557         if (r_refdef.fogheighttexturename[0])
558                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
559         if (!inpixels)
560         {
561                 r_refdef.fog_height_tablesize = 0;
562                 if (r_texture_fogheighttexture)
563                         R_FreeTexture(r_texture_fogheighttexture);
564                 r_texture_fogheighttexture = NULL;
565                 if (r_refdef.fog_height_table2d)
566                         Mem_Free(r_refdef.fog_height_table2d);
567                 r_refdef.fog_height_table2d = NULL;
568                 if (r_refdef.fog_height_table1d)
569                         Mem_Free(r_refdef.fog_height_table1d);
570                 r_refdef.fog_height_table1d = NULL;
571                 return;
572         }
573         size = image_width;
574         r_refdef.fog_height_tablesize = size;
575         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
578         Mem_Free(inpixels);
579         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
580         // average fog color table accounting for every fog layer between a point
581         // and the camera.  (Note: attenuation is handled separately!)
582         for (y = 0;y < size;y++)
583         {
584                 for (x = 0;x < size;x++)
585                 {
586                         Vector4Clear(c);
587                         f = 0;
588                         if (x < y)
589                         {
590                                 for (j = x;j <= y;j++)
591                                 {
592                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
593                                         f++;
594                                 }
595                         }
596                         else
597                         {
598                                 for (j = x;j >= y;j--)
599                                 {
600                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
601                                         f++;
602                                 }
603                         }
604                         f = 1.0f / f;
605                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
609                 }
610         }
611         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
612 }
613
614 //=======================================================================================================================================================
615
616 static const char *builtinshaderstrings[] =
617 {
618 #include "shader_glsl.h"
619 0
620 };
621
622 const char *builtinhlslshaderstrings[] =
623 {
624 #include "shader_hlsl.h"
625 0
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 *filename;
643         const char *pretext;
644         const char *name;
645 }
646 shadermodeinfo_t;
647
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
650 {
651         {"#define USEDIFFUSE\n", " diffuse"},
652         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653         {"#define USEVIEWTINT\n", " viewtint"},
654         {"#define USECOLORMAPPING\n", " colormapping"},
655         {"#define USESATURATION\n", " saturation"},
656         {"#define USEFOGINSIDE\n", " foginside"},
657         {"#define USEFOGOUTSIDE\n", " fogoutside"},
658         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660         {"#define USEGAMMARAMPS\n", " gammaramps"},
661         {"#define USECUBEFILTER\n", " cubefilter"},
662         {"#define USEGLOW\n", " glow"},
663         {"#define USEBLOOM\n", " bloom"},
664         {"#define USESPECULAR\n", " specular"},
665         {"#define USEPOSTPROCESSING\n", " postprocessing"},
666         {"#define USEREFLECTION\n", " reflection"},
667         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673         {"#define USEALPHAKILL\n", " alphakill"},
674         {"#define USEREFLECTCUBE\n", " reflectcube"},
675         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676         {"#define USEBOUNCEGRID\n", " bouncegrid"},
677         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678         {"#define USETRIPPY\n", " trippy"},
679         {"#define USEDEPTHRGB\n", " depthrgb"},
680         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681         {"#define USESKELETAL\n", " skeletal"}
682 };
683
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
686 {
687         {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688         {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689         {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690         {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691         {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692         {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693         {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699         {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700         {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701         {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702         {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703         {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 };
705
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
707 {
708         {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709         {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710         {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711         {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712         {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713         {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714         {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720         {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721         {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722         {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723         {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724         {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
725 };
726
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
729 {
730         /// hash lookup data
731         struct r_glsl_permutation_s *hashnext;
732         unsigned int mode;
733         unsigned int permutation;
734
735         /// indicates if we have tried compiling this permutation already
736         qboolean compiled;
737         /// 0 if compilation failed
738         int program;
739         // texture units assigned to each detected uniform
740         int tex_Texture_First;
741         int tex_Texture_Second;
742         int tex_Texture_GammaRamps;
743         int tex_Texture_Normal;
744         int tex_Texture_Color;
745         int tex_Texture_Gloss;
746         int tex_Texture_Glow;
747         int tex_Texture_SecondaryNormal;
748         int tex_Texture_SecondaryColor;
749         int tex_Texture_SecondaryGloss;
750         int tex_Texture_SecondaryGlow;
751         int tex_Texture_Pants;
752         int tex_Texture_Shirt;
753         int tex_Texture_FogHeightTexture;
754         int tex_Texture_FogMask;
755         int tex_Texture_Lightmap;
756         int tex_Texture_Deluxemap;
757         int tex_Texture_Attenuation;
758         int tex_Texture_Cube;
759         int tex_Texture_Refraction;
760         int tex_Texture_Reflection;
761         int tex_Texture_ShadowMap2D;
762         int tex_Texture_CubeProjection;
763         int tex_Texture_ScreenNormalMap;
764         int tex_Texture_ScreenDiffuse;
765         int tex_Texture_ScreenSpecular;
766         int tex_Texture_ReflectMask;
767         int tex_Texture_ReflectCube;
768         int tex_Texture_BounceGrid;
769         /// locations of detected uniforms in program object, or -1 if not found
770         int loc_Texture_First;
771         int loc_Texture_Second;
772         int loc_Texture_GammaRamps;
773         int loc_Texture_Normal;
774         int loc_Texture_Color;
775         int loc_Texture_Gloss;
776         int loc_Texture_Glow;
777         int loc_Texture_SecondaryNormal;
778         int loc_Texture_SecondaryColor;
779         int loc_Texture_SecondaryGloss;
780         int loc_Texture_SecondaryGlow;
781         int loc_Texture_Pants;
782         int loc_Texture_Shirt;
783         int loc_Texture_FogHeightTexture;
784         int loc_Texture_FogMask;
785         int loc_Texture_Lightmap;
786         int loc_Texture_Deluxemap;
787         int loc_Texture_Attenuation;
788         int loc_Texture_Cube;
789         int loc_Texture_Refraction;
790         int loc_Texture_Reflection;
791         int loc_Texture_ShadowMap2D;
792         int loc_Texture_CubeProjection;
793         int loc_Texture_ScreenNormalMap;
794         int loc_Texture_ScreenDiffuse;
795         int loc_Texture_ScreenSpecular;
796         int loc_Texture_ReflectMask;
797         int loc_Texture_ReflectCube;
798         int loc_Texture_BounceGrid;
799         int loc_Alpha;
800         int loc_BloomBlur_Parameters;
801         int loc_ClientTime;
802         int loc_Color_Ambient;
803         int loc_Color_Diffuse;
804         int loc_Color_Specular;
805         int loc_Color_Glow;
806         int loc_Color_Pants;
807         int loc_Color_Shirt;
808         int loc_DeferredColor_Ambient;
809         int loc_DeferredColor_Diffuse;
810         int loc_DeferredColor_Specular;
811         int loc_DeferredMod_Diffuse;
812         int loc_DeferredMod_Specular;
813         int loc_DistortScaleRefractReflect;
814         int loc_EyePosition;
815         int loc_FogColor;
816         int loc_FogHeightFade;
817         int loc_FogPlane;
818         int loc_FogPlaneViewDist;
819         int loc_FogRangeRecip;
820         int loc_LightColor;
821         int loc_LightDir;
822         int loc_LightPosition;
823         int loc_OffsetMapping_ScaleSteps;
824         int loc_OffsetMapping_LodDistance;
825         int loc_OffsetMapping_Bias;
826         int loc_PixelSize;
827         int loc_ReflectColor;
828         int loc_ReflectFactor;
829         int loc_ReflectOffset;
830         int loc_RefractColor;
831         int loc_Saturation;
832         int loc_ScreenCenterRefractReflect;
833         int loc_ScreenScaleRefractReflect;
834         int loc_ScreenToDepth;
835         int loc_ShadowMap_Parameters;
836         int loc_ShadowMap_TextureScale;
837         int loc_SpecularPower;
838         int loc_Skeletal_Transform12;
839         int loc_UserVec1;
840         int loc_UserVec2;
841         int loc_UserVec3;
842         int loc_UserVec4;
843         int loc_ViewTintColor;
844         int loc_ViewToLight;
845         int loc_ModelToLight;
846         int loc_TexMatrix;
847         int loc_BackgroundTexMatrix;
848         int loc_ModelViewProjectionMatrix;
849         int loc_ModelViewMatrix;
850         int loc_PixelToScreenTexCoord;
851         int loc_ModelToReflectCube;
852         int loc_ShadowMapMatrix;
853         int loc_BloomColorSubtract;
854         int loc_NormalmapScrollBlend;
855         int loc_BounceGridMatrix;
856         int loc_BounceGridIntensity;
857         /// uniform block bindings
858         int ubibind_Skeletal_Transform12_UniformBlock;
859         /// uniform block indices
860         int ubiloc_Skeletal_Transform12_UniformBlock;
861 }
862 r_glsl_permutation_t;
863
864 #define SHADERPERMUTATION_HASHSIZE 256
865
866
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
869 enum
870 {
871         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
877         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
879         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
884         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
885 };
886 #define SHADERSTATICPARMS_COUNT 14
887
888 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
889 static int shaderstaticparms_count = 0;
890
891 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
892 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
893
894 extern qboolean r_shadow_shadowmapsampler;
895 extern int r_shadow_shadowmappcf;
896 qboolean R_CompileShader_CheckStaticParms(void)
897 {
898         static int r_compileshader_staticparms_save[1];
899         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
900         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
901
902         // detect all
903         if (r_glsl_saturation_redcompensate.integer)
904                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
905         if (r_glsl_vertextextureblend_usebothalphas.integer)
906                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
907         if (r_shadow_glossexact.integer)
908                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
909         if (r_glsl_postprocess.integer)
910         {
911                 if (r_glsl_postprocess_uservec1_enable.integer)
912                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
913                 if (r_glsl_postprocess_uservec2_enable.integer)
914                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
915                 if (r_glsl_postprocess_uservec3_enable.integer)
916                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
917                 if (r_glsl_postprocess_uservec4_enable.integer)
918                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
919         }
920         if (r_fxaa.integer)
921                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
922         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
923                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
924
925         if (r_shadow_shadowmapsampler)
926                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
927         if (r_shadow_shadowmappcf > 1)
928                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
929         else if (r_shadow_shadowmappcf)
930                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
931         if (r_celshading.integer)
932                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
933         if (r_celoutlines.integer)
934                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
935
936         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
937 }
938
939 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
940         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
941                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
942         else \
943                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
944 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
945 {
946         shaderstaticparms_count = 0;
947
948         // emit all
949         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
950         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
951         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
952         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
953         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
954         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
955         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
956         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
957         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
958         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
959         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
960         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
961         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
962         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
963 }
964
965 /// information about each possible shader permutation
966 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
967 /// currently selected permutation
968 r_glsl_permutation_t *r_glsl_permutation;
969 /// storage for permutations linked in the hash table
970 memexpandablearray_t r_glsl_permutationarray;
971
972 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
973 {
974         //unsigned int hashdepth = 0;
975         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
976         r_glsl_permutation_t *p;
977         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
978         {
979                 if (p->mode == mode && p->permutation == permutation)
980                 {
981                         //if (hashdepth > 10)
982                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
983                         return p;
984                 }
985                 //hashdepth++;
986         }
987         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
988         p->mode = mode;
989         p->permutation = permutation;
990         p->hashnext = r_glsl_permutationhash[mode][hashindex];
991         r_glsl_permutationhash[mode][hashindex] = p;
992         //if (hashdepth > 10)
993         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
994         return p;
995 }
996
997 static char *R_ShaderStrCat(const char **strings)
998 {
999         char *string, *s;
1000         const char **p = strings;
1001         const char *t;
1002         size_t len = 0;
1003         for (p = strings;(t = *p);p++)
1004                 len += strlen(t);
1005         len++;
1006         s = string = (char *)Mem_Alloc(r_main_mempool, len);
1007         len = 0;
1008         for (p = strings;(t = *p);p++)
1009         {
1010                 len = strlen(t);
1011                 memcpy(s, t, len);
1012                 s += len;
1013         }
1014         *s = 0;
1015         return string;
1016 }
1017
1018 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1019 {
1020         char *shaderstring;
1021         if (!filename || !filename[0])
1022                 return NULL;
1023         // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1024         if (!strcmp(filename, "glsl/default.glsl"))
1025         {
1026                 if (builtinonly)
1027                         return R_ShaderStrCat(builtinshaderstrings);
1028                 if (!glslshaderstring)
1029                 {
1030                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1031                         if (glslshaderstring)
1032                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1033                         else
1034                                 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1035                 }
1036                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1037                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1038                 return shaderstring;
1039         }
1040         if (!strcmp(filename, "hlsl/default.hlsl"))
1041         {
1042                 if (builtinonly)
1043                         return R_ShaderStrCat(builtinhlslshaderstrings);
1044                 if (!hlslshaderstring)
1045                 {
1046                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1047                         if (hlslshaderstring)
1048                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1049                         else
1050                                 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1051                 }
1052                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1053                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1054                 return shaderstring;
1055         }
1056         // we don't have builtin strings for any other files
1057         if (builtinonly)
1058                 return NULL;
1059         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1060         if (shaderstring)
1061         {
1062                 if (printfromdisknotice)
1063                         Con_DPrintf("from disk %s... ", filename);
1064                 return shaderstring;
1065         }
1066         return shaderstring;
1067 }
1068
1069 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1070 {
1071         int i;
1072         int ubibind;
1073         int sampler;
1074         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1075         char *sourcestring;
1076         char permutationname[256];
1077         int vertstrings_count = 0;
1078         int geomstrings_count = 0;
1079         int fragstrings_count = 0;
1080         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1081         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1082         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1083
1084         if (p->compiled)
1085                 return;
1086         p->compiled = true;
1087         p->program = 0;
1088
1089         permutationname[0] = 0;
1090         sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
1091
1092         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1093
1094         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1095         if(vid.support.glshaderversion >= 140)
1096         {
1097                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1098                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1099                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1100                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1101                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1102                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1103         }
1104         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1105         else if(vid.support.glshaderversion >= 130)
1106         {
1107                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1108                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1109                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1110                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1111                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1112                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1113         }
1114
1115         // the first pretext is which type of shader to compile as
1116         // (later these will all be bound together as a program object)
1117         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1118         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1119         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1120
1121         // the second pretext is the mode (for example a light source)
1122         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1123         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1124         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1125         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1126
1127         // now add all the permutation pretexts
1128         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1129         {
1130                 if (permutation & (1<<i))
1131                 {
1132                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1133                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1134                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1135                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1136                 }
1137                 else
1138                 {
1139                         // keep line numbers correct
1140                         vertstrings_list[vertstrings_count++] = "\n";
1141                         geomstrings_list[geomstrings_count++] = "\n";
1142                         fragstrings_list[fragstrings_count++] = "\n";
1143                 }
1144         }
1145
1146         // add static parms
1147         R_CompileShader_AddStaticParms(mode, permutation);
1148         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149         vertstrings_count += shaderstaticparms_count;
1150         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1151         geomstrings_count += shaderstaticparms_count;
1152         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1153         fragstrings_count += shaderstaticparms_count;
1154
1155         // now append the shader text itself
1156         vertstrings_list[vertstrings_count++] = sourcestring;
1157         geomstrings_list[geomstrings_count++] = sourcestring;
1158         fragstrings_list[fragstrings_count++] = sourcestring;
1159
1160         // compile the shader program
1161         if (vertstrings_count + geomstrings_count + fragstrings_count)
1162                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1163         if (p->program)
1164         {
1165                 CHECKGLERROR
1166                 qglUseProgram(p->program);CHECKGLERROR
1167                 // look up all the uniform variable names we care about, so we don't
1168                 // have to look them up every time we set them
1169
1170 #if 0
1171                 // debugging aid
1172                 {
1173                         GLint activeuniformindex = 0;
1174                         GLint numactiveuniforms = 0;
1175                         char uniformname[128];
1176                         GLsizei uniformnamelength = 0;
1177                         GLint uniformsize = 0;
1178                         GLenum uniformtype = 0;
1179                         memset(uniformname, 0, sizeof(uniformname));
1180                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1181                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1182                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1183                         {
1184                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1185                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186                         }
1187                 }
1188 #endif
1189
1190                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1191                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1192                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1193                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1194                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1195                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1196                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1197                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1198                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1199                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1200                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1201                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1202                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1203                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1204                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1205                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1206                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1207                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1208                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1209                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1210                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1211                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1212                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1213                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1214                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1215                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1216                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1217                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1218                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1219                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1220                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1221                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1222                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1223                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1224                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1225                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1226                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1227                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1228                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1229                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1230                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1231                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1232                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1233                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1234                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1235                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1236                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1237                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1238                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1239                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1240                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1241                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1242                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1243                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1244                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1245                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1246                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1247                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1248                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1249                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1250                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1251                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1252                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1253                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1254                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1255                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1256                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1257                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1258                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1259                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1260                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1261                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1262                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1263                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1264                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1265                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1266                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1267                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1268                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1269                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1270                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1271                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1272                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1273                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1274                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1275                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1276                 // initialize the samplers to refer to the texture units we use
1277                 p->tex_Texture_First = -1;
1278                 p->tex_Texture_Second = -1;
1279                 p->tex_Texture_GammaRamps = -1;
1280                 p->tex_Texture_Normal = -1;
1281                 p->tex_Texture_Color = -1;
1282                 p->tex_Texture_Gloss = -1;
1283                 p->tex_Texture_Glow = -1;
1284                 p->tex_Texture_SecondaryNormal = -1;
1285                 p->tex_Texture_SecondaryColor = -1;
1286                 p->tex_Texture_SecondaryGloss = -1;
1287                 p->tex_Texture_SecondaryGlow = -1;
1288                 p->tex_Texture_Pants = -1;
1289                 p->tex_Texture_Shirt = -1;
1290                 p->tex_Texture_FogHeightTexture = -1;
1291                 p->tex_Texture_FogMask = -1;
1292                 p->tex_Texture_Lightmap = -1;
1293                 p->tex_Texture_Deluxemap = -1;
1294                 p->tex_Texture_Attenuation = -1;
1295                 p->tex_Texture_Cube = -1;
1296                 p->tex_Texture_Refraction = -1;
1297                 p->tex_Texture_Reflection = -1;
1298                 p->tex_Texture_ShadowMap2D = -1;
1299                 p->tex_Texture_CubeProjection = -1;
1300                 p->tex_Texture_ScreenNormalMap = -1;
1301                 p->tex_Texture_ScreenDiffuse = -1;
1302                 p->tex_Texture_ScreenSpecular = -1;
1303                 p->tex_Texture_ReflectMask = -1;
1304                 p->tex_Texture_ReflectCube = -1;
1305                 p->tex_Texture_BounceGrid = -1;
1306                 // bind the texture samplers in use
1307                 sampler = 0;
1308                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1309                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1310                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1311                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1312                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1313                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1314                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1315                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1316                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1317                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1318                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1319                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1320                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1321                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1322                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1323                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1324                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1325                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1326                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1327                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1328                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1329                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1330                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1331                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1332                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1333                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1334                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1335                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1336                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1337                 // get the uniform block indices so we can bind them
1338 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1339                 if (vid.support.arb_uniform_buffer_object)
1340                         p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1341                 else
1342 #endif
1343                         p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1344                 // clear the uniform block bindings
1345                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1346                 // bind the uniform blocks in use
1347                 ubibind = 0;
1348 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1349                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1350 #endif
1351                 // we're done compiling and setting up the shader, at least until it is used
1352                 CHECKGLERROR
1353                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1354         }
1355         else
1356                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1357
1358         // free the strings
1359         if (sourcestring)
1360                 Mem_Free(sourcestring);
1361 }
1362
1363 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1364 {
1365         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1366         if (r_glsl_permutation != perm)
1367         {
1368                 r_glsl_permutation = perm;
1369                 if (!r_glsl_permutation->program)
1370                 {
1371                         if (!r_glsl_permutation->compiled)
1372                         {
1373                                 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1374                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1375                         }
1376                         if (!r_glsl_permutation->program)
1377                         {
1378                                 // remove features until we find a valid permutation
1379                                 int i;
1380                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1381                                 {
1382                                         // reduce i more quickly whenever it would not remove any bits
1383                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1384                                         if (!(permutation & j))
1385                                                 continue;
1386                                         permutation -= j;
1387                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1388                                         if (!r_glsl_permutation->compiled)
1389                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1390                                         if (r_glsl_permutation->program)
1391                                                 break;
1392                                 }
1393                                 if (i >= SHADERPERMUTATION_COUNT)
1394                                 {
1395                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1396                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1397                                         qglUseProgram(0);CHECKGLERROR
1398                                         return; // no bit left to clear, entire mode is broken
1399                                 }
1400                         }
1401                 }
1402                 CHECKGLERROR
1403                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1404         }
1405         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1406         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1407         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1408         CHECKGLERROR
1409 }
1410
1411 #ifdef SUPPORTD3D
1412
1413 #ifdef SUPPORTD3D
1414 #include <d3d9.h>
1415 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1416 extern D3DCAPS9 vid_d3d9caps;
1417 #endif
1418
1419 struct r_hlsl_permutation_s;
1420 typedef struct r_hlsl_permutation_s
1421 {
1422         /// hash lookup data
1423         struct r_hlsl_permutation_s *hashnext;
1424         unsigned int mode;
1425         unsigned int permutation;
1426
1427         /// indicates if we have tried compiling this permutation already
1428         qboolean compiled;
1429         /// NULL if compilation failed
1430         IDirect3DVertexShader9 *vertexshader;
1431         IDirect3DPixelShader9 *pixelshader;
1432 }
1433 r_hlsl_permutation_t;
1434
1435 typedef enum D3DVSREGISTER_e
1436 {
1437         D3DVSREGISTER_TexMatrix = 0, // float4x4
1438         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1439         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1440         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1441         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1442         D3DVSREGISTER_ModelToLight = 20, // float4x4
1443         D3DVSREGISTER_EyePosition = 24,
1444         D3DVSREGISTER_FogPlane = 25,
1445         D3DVSREGISTER_LightDir = 26,
1446         D3DVSREGISTER_LightPosition = 27,
1447 }
1448 D3DVSREGISTER_t;
1449
1450 typedef enum D3DPSREGISTER_e
1451 {
1452         D3DPSREGISTER_Alpha = 0,
1453         D3DPSREGISTER_BloomBlur_Parameters = 1,
1454         D3DPSREGISTER_ClientTime = 2,
1455         D3DPSREGISTER_Color_Ambient = 3,
1456         D3DPSREGISTER_Color_Diffuse = 4,
1457         D3DPSREGISTER_Color_Specular = 5,
1458         D3DPSREGISTER_Color_Glow = 6,
1459         D3DPSREGISTER_Color_Pants = 7,
1460         D3DPSREGISTER_Color_Shirt = 8,
1461         D3DPSREGISTER_DeferredColor_Ambient = 9,
1462         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1463         D3DPSREGISTER_DeferredColor_Specular = 11,
1464         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1465         D3DPSREGISTER_DeferredMod_Specular = 13,
1466         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1467         D3DPSREGISTER_EyePosition = 15, // unused
1468         D3DPSREGISTER_FogColor = 16,
1469         D3DPSREGISTER_FogHeightFade = 17,
1470         D3DPSREGISTER_FogPlane = 18,
1471         D3DPSREGISTER_FogPlaneViewDist = 19,
1472         D3DPSREGISTER_FogRangeRecip = 20,
1473         D3DPSREGISTER_LightColor = 21,
1474         D3DPSREGISTER_LightDir = 22, // unused
1475         D3DPSREGISTER_LightPosition = 23,
1476         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1477         D3DPSREGISTER_PixelSize = 25,
1478         D3DPSREGISTER_ReflectColor = 26,
1479         D3DPSREGISTER_ReflectFactor = 27,
1480         D3DPSREGISTER_ReflectOffset = 28,
1481         D3DPSREGISTER_RefractColor = 29,
1482         D3DPSREGISTER_Saturation = 30,
1483         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1484         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1485         D3DPSREGISTER_ScreenToDepth = 33,
1486         D3DPSREGISTER_ShadowMap_Parameters = 34,
1487         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1488         D3DPSREGISTER_SpecularPower = 36,
1489         D3DPSREGISTER_UserVec1 = 37,
1490         D3DPSREGISTER_UserVec2 = 38,
1491         D3DPSREGISTER_UserVec3 = 39,
1492         D3DPSREGISTER_UserVec4 = 40,
1493         D3DPSREGISTER_ViewTintColor = 41,
1494         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1495         D3DPSREGISTER_BloomColorSubtract = 43,
1496         D3DPSREGISTER_ViewToLight = 44, // float4x4
1497         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1498         D3DPSREGISTER_NormalmapScrollBlend = 52,
1499         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1500         D3DPSREGISTER_OffsetMapping_Bias = 54,
1501         // next at 54
1502 }
1503 D3DPSREGISTER_t;
1504
1505 /// information about each possible shader permutation
1506 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1507 /// currently selected permutation
1508 r_hlsl_permutation_t *r_hlsl_permutation;
1509 /// storage for permutations linked in the hash table
1510 memexpandablearray_t r_hlsl_permutationarray;
1511
1512 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1513 {
1514         //unsigned int hashdepth = 0;
1515         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1516         r_hlsl_permutation_t *p;
1517         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1518         {
1519                 if (p->mode == mode && p->permutation == permutation)
1520                 {
1521                         //if (hashdepth > 10)
1522                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1523                         return p;
1524                 }
1525                 //hashdepth++;
1526         }
1527         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1528         p->mode = mode;
1529         p->permutation = permutation;
1530         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1531         r_hlsl_permutationhash[mode][hashindex] = p;
1532         //if (hashdepth > 10)
1533         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1534         return p;
1535 }
1536
1537 #include <d3dx9.h>
1538 //#include <d3dx9shader.h>
1539 //#include <d3dx9mesh.h>
1540
1541 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1542 {
1543         DWORD *vsbin = NULL;
1544         DWORD *psbin = NULL;
1545         fs_offset_t vsbinsize;
1546         fs_offset_t psbinsize;
1547 //      IDirect3DVertexShader9 *vs = NULL;
1548 //      IDirect3DPixelShader9 *ps = NULL;
1549         ID3DXBuffer *vslog = NULL;
1550         ID3DXBuffer *vsbuffer = NULL;
1551         ID3DXConstantTable *vsconstanttable = NULL;
1552         ID3DXBuffer *pslog = NULL;
1553         ID3DXBuffer *psbuffer = NULL;
1554         ID3DXConstantTable *psconstanttable = NULL;
1555         int vsresult = 0;
1556         int psresult = 0;
1557         char temp[MAX_INPUTLINE];
1558         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1559         char vabuf[1024];
1560         qboolean debugshader = gl_paranoid.integer != 0;
1561         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1562         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1563         if (!debugshader)
1564         {
1565                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1566                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1567         }
1568         if ((!vsbin && vertstring) || (!psbin && fragstring))
1569         {
1570                 const char* dllnames_d3dx9 [] =
1571                 {
1572                         "d3dx9_43.dll",
1573                         "d3dx9_42.dll",
1574                         "d3dx9_41.dll",
1575                         "d3dx9_40.dll",
1576                         "d3dx9_39.dll",
1577                         "d3dx9_38.dll",
1578                         "d3dx9_37.dll",
1579                         "d3dx9_36.dll",
1580                         "d3dx9_35.dll",
1581                         "d3dx9_34.dll",
1582                         "d3dx9_33.dll",
1583                         "d3dx9_32.dll",
1584                         "d3dx9_31.dll",
1585                         "d3dx9_30.dll",
1586                         "d3dx9_29.dll",
1587                         "d3dx9_28.dll",
1588                         "d3dx9_27.dll",
1589                         "d3dx9_26.dll",
1590                         "d3dx9_25.dll",
1591                         "d3dx9_24.dll",
1592                         NULL
1593                 };
1594                 dllhandle_t d3dx9_dll = NULL;
1595                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1596                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1597                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1598                 dllfunction_t d3dx9_dllfuncs[] =
1599                 {
1600                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1601                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1602                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1603                         {NULL, NULL}
1604                 };
1605                 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1606 #ifndef ID3DXBuffer_GetBufferPointer
1607 #if !defined(__cplusplus) || defined(CINTERFACE)
1608 #define ID3DXBuffer_GetBufferPointer(p)   (p)->lpVtbl->GetBufferPointer(p)
1609 #define ID3DXBuffer_GetBufferSize(p)      (p)->lpVtbl->GetBufferSize(p)
1610 #define ID3DXBuffer_Release(p)            (p)->lpVtbl->Release(p)
1611 #else
1612 #define ID3DXBuffer_GetBufferPointer(p)   (p)->GetBufferPointer()
1613 #define ID3DXBuffer_GetBufferSize(p)      (p)->GetBufferSize()
1614 #define ID3DXBuffer_Release(p)            (p)->Release()
1615 #endif
1616 #endif
1617                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1618                 {
1619                         DWORD shaderflags = 0;
1620                         if (debugshader)
1621                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1622                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1623                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1624                         if (vertstring && vertstring[0])
1625                         {
1626                                 if (debugshader)
1627                                 {
1628                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1629                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1630                                 }
1631                                 else
1632                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1633                                 if (vsbuffer)
1634                                 {
1635                                         vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1636                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1637                                         memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1638                                         ID3DXBuffer_Release(vsbuffer);
1639                                 }
1640                                 if (vslog)
1641                                 {
1642                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1643                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1644                                         ID3DXBuffer_Release(vslog);
1645                                 }
1646                         }
1647                         if (fragstring && fragstring[0])
1648                         {
1649                                 if (debugshader)
1650                                 {
1651                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1652                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1653                                 }
1654                                 else
1655                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1656                                 if (psbuffer)
1657                                 {
1658                                         psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1659                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1660                                         memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1661                                         ID3DXBuffer_Release(psbuffer);
1662                                 }
1663                                 if (pslog)
1664                                 {
1665                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1666                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1667                                         ID3DXBuffer_Release(pslog);
1668                                 }
1669                         }
1670                         Sys_UnloadLibrary(&d3dx9_dll);
1671                 }
1672                 else
1673                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1674         }
1675         if (vsbin && psbin)
1676         {
1677                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1678                 if (FAILED(vsresult))
1679                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1680                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1681                 if (FAILED(psresult))
1682                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1683         }
1684         // free the shader data
1685         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1686         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1687 }
1688
1689 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1690 {
1691         int i;
1692         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1693         int vertstring_length = 0;
1694         int geomstring_length = 0;
1695         int fragstring_length = 0;
1696         char *t;
1697         char *sourcestring;
1698         char *vertstring, *geomstring, *fragstring;
1699         char permutationname[256];
1700         char cachename[256];
1701         int vertstrings_count = 0;
1702         int geomstrings_count = 0;
1703         int fragstrings_count = 0;
1704         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1705         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1706         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1707
1708         if (p->compiled)
1709                 return;
1710         p->compiled = true;
1711         p->vertexshader = NULL;
1712         p->pixelshader = NULL;
1713
1714         permutationname[0] = 0;
1715         cachename[0] = 0;
1716         sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1717
1718         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1719         strlcat(cachename, "hlsl/", sizeof(cachename));
1720
1721         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1722         vertstrings_count = 0;
1723         geomstrings_count = 0;
1724         fragstrings_count = 0;
1725         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1726         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1727         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1728
1729         // the first pretext is which type of shader to compile as
1730         // (later these will all be bound together as a program object)
1731         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1732         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1733         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1734
1735         // the second pretext is the mode (for example a light source)
1736         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1737         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1738         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1739         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1740         strlcat(cachename, modeinfo->name, sizeof(cachename));
1741
1742         // now add all the permutation pretexts
1743         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1744         {
1745                 if (permutation & (1<<i))
1746                 {
1747                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1748                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1749                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1750                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1751                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1752                 }
1753                 else
1754                 {
1755                         // keep line numbers correct
1756                         vertstrings_list[vertstrings_count++] = "\n";
1757                         geomstrings_list[geomstrings_count++] = "\n";
1758                         fragstrings_list[fragstrings_count++] = "\n";
1759                 }
1760         }
1761
1762         // add static parms
1763         R_CompileShader_AddStaticParms(mode, permutation);
1764         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1765         vertstrings_count += shaderstaticparms_count;
1766         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1767         geomstrings_count += shaderstaticparms_count;
1768         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1769         fragstrings_count += shaderstaticparms_count;
1770
1771         // replace spaces in the cachename with _ characters
1772         for (i = 0;cachename[i];i++)
1773                 if (cachename[i] == ' ')
1774                         cachename[i] = '_';
1775
1776         // now append the shader text itself
1777         vertstrings_list[vertstrings_count++] = sourcestring;
1778         geomstrings_list[geomstrings_count++] = sourcestring;
1779         fragstrings_list[fragstrings_count++] = sourcestring;
1780
1781         vertstring_length = 0;
1782         for (i = 0;i < vertstrings_count;i++)
1783                 vertstring_length += strlen(vertstrings_list[i]);
1784         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1785         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1786                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1787
1788         geomstring_length = 0;
1789         for (i = 0;i < geomstrings_count;i++)
1790                 geomstring_length += strlen(geomstrings_list[i]);
1791         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1792         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1793                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1794
1795         fragstring_length = 0;
1796         for (i = 0;i < fragstrings_count;i++)
1797                 fragstring_length += strlen(fragstrings_list[i]);
1798         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1799         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1800                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1801
1802         // try to load the cached shader, or generate one
1803         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1804
1805         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1806                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1807         else
1808                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1809
1810         // free the strings
1811         if (vertstring)
1812                 Mem_Free(vertstring);
1813         if (geomstring)
1814                 Mem_Free(geomstring);
1815         if (fragstring)
1816                 Mem_Free(fragstring);
1817         if (sourcestring)
1818                 Mem_Free(sourcestring);
1819 }
1820
1821 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1822 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1823 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);}
1824 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);}
1825 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);}
1826 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);}
1827
1828 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1829 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1830 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);}
1831 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);}
1832 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);}
1833 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);}
1834
1835 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1836 {
1837         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1838         if (r_hlsl_permutation != perm)
1839         {
1840                 r_hlsl_permutation = perm;
1841                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1842                 {
1843                         if (!r_hlsl_permutation->compiled)
1844                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1845                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1846                         {
1847                                 // remove features until we find a valid permutation
1848                                 int i;
1849                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1850                                 {
1851                                         // reduce i more quickly whenever it would not remove any bits
1852                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1853                                         if (!(permutation & j))
1854                                                 continue;
1855                                         permutation -= j;
1856                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1857                                         if (!r_hlsl_permutation->compiled)
1858                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1859                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1860                                                 break;
1861                                 }
1862                                 if (i >= SHADERPERMUTATION_COUNT)
1863                                 {
1864                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1865                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1866                                         return; // no bit left to clear, entire mode is broken
1867                                 }
1868                         }
1869                 }
1870                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1871                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1872         }
1873         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1874         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1875         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1876 }
1877 #endif
1878
1879 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1880 {
1881         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1882         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1883         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1884         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1885 }
1886
1887 void R_GLSL_Restart_f(void)
1888 {
1889         unsigned int i, limit;
1890         if (glslshaderstring)
1891                 Mem_Free(glslshaderstring);
1892         glslshaderstring = NULL;
1893         if (hlslshaderstring)
1894                 Mem_Free(hlslshaderstring);
1895         hlslshaderstring = NULL;
1896         switch(vid.renderpath)
1897         {
1898         case RENDERPATH_D3D9:
1899 #ifdef SUPPORTD3D
1900                 {
1901                         r_hlsl_permutation_t *p;
1902                         r_hlsl_permutation = NULL;
1903                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1904                         for (i = 0;i < limit;i++)
1905                         {
1906                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1907                                 {
1908                                         if (p->vertexshader)
1909                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1910                                         if (p->pixelshader)
1911                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1912                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1913                                 }
1914                         }
1915                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1916                 }
1917 #endif
1918                 break;
1919         case RENDERPATH_D3D10:
1920                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1921                 break;
1922         case RENDERPATH_D3D11:
1923                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1924                 break;
1925         case RENDERPATH_GL20:
1926         case RENDERPATH_GLES2:
1927                 {
1928                         r_glsl_permutation_t *p;
1929                         r_glsl_permutation = NULL;
1930                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1931                         for (i = 0;i < limit;i++)
1932                         {
1933                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1934                                 {
1935                                         GL_Backend_FreeProgram(p->program);
1936                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1937                                 }
1938                         }
1939                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1940                 }
1941                 break;
1942         case RENDERPATH_GL11:
1943         case RENDERPATH_GL13:
1944         case RENDERPATH_GLES1:
1945                 break;
1946         case RENDERPATH_SOFT:
1947                 break;
1948         }
1949 }
1950
1951 static void R_GLSL_DumpShader_f(void)
1952 {
1953         int i, language, mode, dupe;
1954         char *text;
1955         shadermodeinfo_t *modeinfo;
1956         qfile_t *file;
1957
1958         for (language = 0;language < 2;language++)
1959         {
1960                 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1961                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1962                 {
1963                         // don't dump the same file multiple times (most or all shaders come from the same file)
1964                         for (dupe = mode - 1;dupe >= 0;dupe--)
1965                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1966                                         break;
1967                         if (dupe >= 0)
1968                                 continue;
1969                         text = R_GetShaderText(modeinfo[mode].filename, false, true);
1970                         if (!text)
1971                                 continue;
1972                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1973                         if (file)
1974                         {
1975                                 FS_Print(file, "/* The engine may define the following macros:\n");
1976                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1977                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1978                                         FS_Print(file, modeinfo[i].pretext);
1979                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1980                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1981                                 FS_Print(file, "*/\n");
1982                                 FS_Print(file, text);
1983                                 FS_Close(file);
1984                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1985                         }
1986                         else
1987                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1988                         Mem_Free(text);
1989                 }
1990         }
1991 }
1992
1993 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1994 {
1995         unsigned int permutation = 0;
1996         if (r_trippy.integer && !notrippy)
1997                 permutation |= SHADERPERMUTATION_TRIPPY;
1998         permutation |= SHADERPERMUTATION_VIEWTINT;
1999         if (first)
2000                 permutation |= SHADERPERMUTATION_DIFFUSE;
2001         if (second)
2002                 permutation |= SHADERPERMUTATION_SPECULAR;
2003         if (texturemode == GL_MODULATE)
2004                 permutation |= SHADERPERMUTATION_COLORMAPPING;
2005         else if (texturemode == GL_ADD)
2006                 permutation |= SHADERPERMUTATION_GLOW;
2007         else if (texturemode == GL_DECAL)
2008                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2009         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2010                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2011         if (suppresstexalpha)
2012                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2013         if (!second)
2014                 texturemode = GL_MODULATE;
2015         if (vid.allowalphatocoverage)
2016                 GL_AlphaToCoverage(false);
2017         switch (vid.renderpath)
2018         {
2019         case RENDERPATH_D3D9:
2020 #ifdef SUPPORTD3D
2021                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2022                 R_Mesh_TexBind(GL20TU_FIRST , first );
2023                 R_Mesh_TexBind(GL20TU_SECOND, second);
2024                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2025                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2026 #endif
2027                 break;
2028         case RENDERPATH_D3D10:
2029                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2030                 break;
2031         case RENDERPATH_D3D11:
2032                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2033                 break;
2034         case RENDERPATH_GL20:
2035         case RENDERPATH_GLES2:
2036                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2037                 if (r_glsl_permutation->tex_Texture_First >= 0)
2038                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2039                 if (r_glsl_permutation->tex_Texture_Second >= 0)
2040                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2041                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2042                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2043                 break;
2044         case RENDERPATH_GL13:
2045         case RENDERPATH_GLES1:
2046                 R_Mesh_TexBind(0, first );
2047                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2048                 R_Mesh_TexMatrix(0, NULL);
2049                 R_Mesh_TexBind(1, second);
2050                 if (second)
2051                 {
2052                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2053                         R_Mesh_TexMatrix(1, NULL);
2054                 }
2055                 break;
2056         case RENDERPATH_GL11:
2057                 R_Mesh_TexBind(0, first );
2058                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2059                 R_Mesh_TexMatrix(0, NULL);
2060                 break;
2061         case RENDERPATH_SOFT:
2062                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2063                 R_Mesh_TexBind(GL20TU_FIRST , first );
2064                 R_Mesh_TexBind(GL20TU_SECOND, second);
2065                 break;
2066         }
2067 }
2068
2069 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2070 {
2071         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2072 }
2073
2074 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2075 {
2076         unsigned int permutation = 0;
2077         if (r_trippy.integer && !notrippy)
2078                 permutation |= SHADERPERMUTATION_TRIPPY;
2079         if (depthrgb)
2080                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2081         if (skeletal)
2082                 permutation |= SHADERPERMUTATION_SKELETAL;
2083
2084         if (vid.allowalphatocoverage)
2085                 GL_AlphaToCoverage(false);
2086         switch (vid.renderpath)
2087         {
2088         case RENDERPATH_D3D9:
2089 #ifdef SUPPORTD3D
2090                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2091 #endif
2092                 break;
2093         case RENDERPATH_D3D10:
2094                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2095                 break;
2096         case RENDERPATH_D3D11:
2097                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2098                 break;
2099         case RENDERPATH_GL20:
2100         case RENDERPATH_GLES2:
2101                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2102 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2103                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2104 #endif
2105                 break;
2106         case RENDERPATH_GL13:
2107         case RENDERPATH_GLES1:
2108                 R_Mesh_TexBind(0, 0);
2109                 R_Mesh_TexBind(1, 0);
2110                 break;
2111         case RENDERPATH_GL11:
2112                 R_Mesh_TexBind(0, 0);
2113                 break;
2114         case RENDERPATH_SOFT:
2115                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2116                 break;
2117         }
2118 }
2119
2120 extern qboolean r_shadow_usingdeferredprepass;
2121 extern rtexture_t *r_shadow_attenuationgradienttexture;
2122 extern rtexture_t *r_shadow_attenuation2dtexture;
2123 extern rtexture_t *r_shadow_attenuation3dtexture;
2124 extern qboolean r_shadow_usingshadowmap2d;
2125 extern qboolean r_shadow_usingshadowmaportho;
2126 extern float r_shadow_shadowmap_texturescale[2];
2127 extern float r_shadow_shadowmap_parameters[4];
2128 extern qboolean r_shadow_shadowmapvsdct;
2129 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2130 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2131 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2132 extern matrix4x4_t r_shadow_shadowmapmatrix;
2133 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2134 extern int r_shadow_prepass_width;
2135 extern int r_shadow_prepass_height;
2136 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2137 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2138 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2139 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2140
2141 #define BLENDFUNC_ALLOWS_COLORMOD      1
2142 #define BLENDFUNC_ALLOWS_FOG           2
2143 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2144 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2145 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2146 static int R_BlendFuncFlags(int src, int dst)
2147 {
2148         int r = 0;
2149
2150         // a blendfunc allows colormod if:
2151         // a) it can never keep the destination pixel invariant, or
2152         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2153         // this is to prevent unintended side effects from colormod
2154
2155         // a blendfunc allows fog if:
2156         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2157         // this is to prevent unintended side effects from fog
2158
2159         // these checks are the output of fogeval.pl
2160
2161         r |= BLENDFUNC_ALLOWS_COLORMOD;
2162         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2163         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2164         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2165         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2166         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2167         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2168         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2169         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2170         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2171         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2172         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2173         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2174         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2175         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2176         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2177         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2178         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2179         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2180         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2181         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2182         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2183
2184         return r;
2185 }
2186
2187 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)
2188 {
2189         // select a permutation of the lighting shader appropriate to this
2190         // combination of texture, entity, light source, and fogging, only use the
2191         // minimum features necessary to avoid wasting rendering time in the
2192         // fragment shader on features that are not being used
2193         unsigned int permutation = 0;
2194         unsigned int mode = 0;
2195         int blendfuncflags;
2196         static float dummy_colormod[3] = {1, 1, 1};
2197         float *colormod = rsurface.colormod;
2198         float m16f[16];
2199         matrix4x4_t tempmatrix;
2200         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2201         if (r_trippy.integer && !notrippy)
2202                 permutation |= SHADERPERMUTATION_TRIPPY;
2203         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2204                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2205         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2206                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2207         if (rsurfacepass == RSURFPASS_BACKGROUND)
2208         {
2209                 // distorted background
2210                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2211                 {
2212                         mode = SHADERMODE_WATER;
2213                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2215                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2216                         {
2217                                 // this is the right thing to do for wateralpha
2218                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2219                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2220                         }
2221                         else
2222                         {
2223                                 // this is the right thing to do for entity alpha
2224                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2225                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2226                         }
2227                 }
2228                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2229                 {
2230                         mode = SHADERMODE_REFRACTION;
2231                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2232                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2233                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2235                 }
2236                 else
2237                 {
2238                         mode = SHADERMODE_GENERIC;
2239                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2240                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2241                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2242                 }
2243                 if (vid.allowalphatocoverage)
2244                         GL_AlphaToCoverage(false);
2245         }
2246         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2247         {
2248                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2249                 {
2250                         switch(rsurface.texture->offsetmapping)
2251                         {
2252                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2253                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2254                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255                         case OFFSETMAPPING_OFF: break;
2256                         }
2257                 }
2258                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2259                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2260                 // normalmap (deferred prepass), may use alpha test on diffuse
2261                 mode = SHADERMODE_DEFERREDGEOMETRY;
2262                 GL_BlendFunc(GL_ONE, GL_ZERO);
2263                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2264                 if (vid.allowalphatocoverage)
2265                         GL_AlphaToCoverage(false);
2266         }
2267         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2268         {
2269                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2270                 {
2271                         switch(rsurface.texture->offsetmapping)
2272                         {
2273                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2274                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2275                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2276                         case OFFSETMAPPING_OFF: break;
2277                         }
2278                 }
2279                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2280                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2281                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2282                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2283                 // light source
2284                 mode = SHADERMODE_LIGHTSOURCE;
2285                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2286                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2287                 if (diffusescale > 0)
2288                         permutation |= SHADERPERMUTATION_DIFFUSE;
2289                 if (specularscale > 0)
2290                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2291                 if (r_refdef.fogenabled)
2292                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2293                 if (rsurface.texture->colormapping)
2294                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2295                 if (r_shadow_usingshadowmap2d)
2296                 {
2297                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2298                         if(r_shadow_shadowmapvsdct)
2299                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2300
2301                         if (r_shadow_shadowmap2ddepthbuffer)
2302                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2303                 }
2304                 if (rsurface.texture->reflectmasktexture)
2305                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2306                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2308                 if (vid.allowalphatocoverage)
2309                         GL_AlphaToCoverage(false);
2310         }
2311         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2312         {
2313                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2314                 {
2315                         switch(rsurface.texture->offsetmapping)
2316                         {
2317                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2318                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2319                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2320                         case OFFSETMAPPING_OFF: break;
2321                         }
2322                 }
2323                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2324                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2325                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2326                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2327                 // unshaded geometry (fullbright or ambient model lighting)
2328                 mode = SHADERMODE_FLATCOLOR;
2329                 ambientscale = diffusescale = specularscale = 0;
2330                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2331                         permutation |= SHADERPERMUTATION_GLOW;
2332                 if (r_refdef.fogenabled)
2333                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334                 if (rsurface.texture->colormapping)
2335                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2336                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2337                 {
2338                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2340
2341                         if (r_shadow_shadowmap2ddepthbuffer)
2342                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2343                 }
2344                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345                         permutation |= SHADERPERMUTATION_REFLECTION;
2346                 if (rsurface.texture->reflectmasktexture)
2347                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2349                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2350                 // when using alphatocoverage, we don't need alphakill
2351                 if (vid.allowalphatocoverage)
2352                 {
2353                         if (r_transparent_alphatocoverage.integer)
2354                         {
2355                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2356                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2357                         }
2358                         else
2359                                 GL_AlphaToCoverage(false);
2360                 }
2361         }
2362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2363         {
2364                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2365                 {
2366                         switch(rsurface.texture->offsetmapping)
2367                         {
2368                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2369                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2370                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2371                         case OFFSETMAPPING_OFF: break;
2372                         }
2373                 }
2374                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2375                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2376                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2377                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2378                 // directional model lighting
2379                 mode = SHADERMODE_LIGHTDIRECTION;
2380                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2381                         permutation |= SHADERPERMUTATION_GLOW;
2382                 permutation |= SHADERPERMUTATION_DIFFUSE;
2383                 if (specularscale > 0)
2384                         permutation |= SHADERPERMUTATION_SPECULAR;
2385                 if (r_refdef.fogenabled)
2386                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2387                 if (rsurface.texture->colormapping)
2388                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2389                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2390                 {
2391                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2392                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2393
2394                         if (r_shadow_shadowmap2ddepthbuffer)
2395                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2396                 }
2397                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2398                         permutation |= SHADERPERMUTATION_REFLECTION;
2399                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2400                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2401                 if (rsurface.texture->reflectmasktexture)
2402                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2403                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2404                 {
2405                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2406                         if (r_shadow_bouncegriddirectional)
2407                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2408                 }
2409                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2410                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2411                 // when using alphatocoverage, we don't need alphakill
2412                 if (vid.allowalphatocoverage)
2413                 {
2414                         if (r_transparent_alphatocoverage.integer)
2415                         {
2416                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2417                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2418                         }
2419                         else
2420                                 GL_AlphaToCoverage(false);
2421                 }
2422         }
2423         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2424         {
2425                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2426                 {
2427                         switch(rsurface.texture->offsetmapping)
2428                         {
2429                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2430                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2431                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2432                         case OFFSETMAPPING_OFF: break;
2433                         }
2434                 }
2435                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2436                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2437                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2438                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2439                 // ambient model lighting
2440                 mode = SHADERMODE_LIGHTDIRECTION;
2441                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2442                         permutation |= SHADERPERMUTATION_GLOW;
2443                 if (r_refdef.fogenabled)
2444                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2445                 if (rsurface.texture->colormapping)
2446                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2447                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2448                 {
2449                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2450                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2451
2452                         if (r_shadow_shadowmap2ddepthbuffer)
2453                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2454                 }
2455                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2456                         permutation |= SHADERPERMUTATION_REFLECTION;
2457                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2458                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2459                 if (rsurface.texture->reflectmasktexture)
2460                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2461                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2462                 {
2463                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2464                         if (r_shadow_bouncegriddirectional)
2465                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2466                 }
2467                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2468                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2469                 // when using alphatocoverage, we don't need alphakill
2470                 if (vid.allowalphatocoverage)
2471                 {
2472                         if (r_transparent_alphatocoverage.integer)
2473                         {
2474                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2475                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2476                         }
2477                         else
2478                                 GL_AlphaToCoverage(false);
2479                 }
2480         }
2481         else
2482         {
2483                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2484                 {
2485                         switch(rsurface.texture->offsetmapping)
2486                         {
2487                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2488                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2489                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2490                         case OFFSETMAPPING_OFF: break;
2491                         }
2492                 }
2493                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2494                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2495                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2496                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2497                 // lightmapped wall
2498                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2499                         permutation |= SHADERPERMUTATION_GLOW;
2500                 if (r_refdef.fogenabled)
2501                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2502                 if (rsurface.texture->colormapping)
2503                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2504                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2505                 {
2506                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2507                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2508
2509                         if (r_shadow_shadowmap2ddepthbuffer)
2510                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2511                 }
2512                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2513                         permutation |= SHADERPERMUTATION_REFLECTION;
2514                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2515                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2516                 if (rsurface.texture->reflectmasktexture)
2517                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2518                 if (FAKELIGHT_ENABLED)
2519                 {
2520                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2521                         mode = SHADERMODE_FAKELIGHT;
2522                         permutation |= SHADERPERMUTATION_DIFFUSE;
2523                         if (specularscale > 0)
2524                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2525                 }
2526                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2527                 {
2528                         // deluxemapping (light direction texture)
2529                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2530                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2531                         else
2532                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2533                         permutation |= SHADERPERMUTATION_DIFFUSE;
2534                         if (specularscale > 0)
2535                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2536                 }
2537                 else if (r_glsl_deluxemapping.integer >= 2)
2538                 {
2539                         // fake deluxemapping (uniform light direction in tangentspace)
2540                         if (rsurface.uselightmaptexture)
2541                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2542                         else
2543                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2544                         permutation |= SHADERPERMUTATION_DIFFUSE;
2545                         if (specularscale > 0)
2546                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2547                 }
2548                 else if (rsurface.uselightmaptexture)
2549                 {
2550                         // ordinary lightmapping (q1bsp, q3bsp)
2551                         mode = SHADERMODE_LIGHTMAP;
2552                 }
2553                 else
2554                 {
2555                         // ordinary vertex coloring (q3bsp)
2556                         mode = SHADERMODE_VERTEXCOLOR;
2557                 }
2558                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2559                 {
2560                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2561                         if (r_shadow_bouncegriddirectional)
2562                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2563                 }
2564                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2565                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2566                 // when using alphatocoverage, we don't need alphakill
2567                 if (vid.allowalphatocoverage)
2568                 {
2569                         if (r_transparent_alphatocoverage.integer)
2570                         {
2571                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2572                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2573                         }
2574                         else
2575                                 GL_AlphaToCoverage(false);
2576                 }
2577         }
2578         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2579                 colormod = dummy_colormod;
2580         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2581                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2582         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2583                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2584         switch(vid.renderpath)
2585         {
2586         case RENDERPATH_D3D9:
2587 #ifdef SUPPORTD3D
2588                 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2589                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2590                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2591                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2592                 if (mode == SHADERMODE_LIGHTSOURCE)
2593                 {
2594                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2595                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2596                 }
2597                 else
2598                 {
2599                         if (mode == SHADERMODE_LIGHTDIRECTION)
2600                         {
2601                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2602                         }
2603                 }
2604                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2605                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2606                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2607                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2608                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2609
2610                 if (mode == SHADERMODE_LIGHTSOURCE)
2611                 {
2612                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2613                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2614                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2615                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2616                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2617
2618                         // additive passes are only darkened by fog, not tinted
2619                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2620                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2621                 }
2622                 else
2623                 {
2624                         if (mode == SHADERMODE_FLATCOLOR)
2625                         {
2626                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2627                         }
2628                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2629                         {
2630                                 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]);
2631                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2632                                 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);
2633                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2634                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2635                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2636                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2637                         }
2638                         else
2639                         {
2640                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2641                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2642                                 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);
2643                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2644                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2645                         }
2646                         // additive passes are only darkened by fog, not tinted
2647                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2648                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2649                         else
2650                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2651                         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);
2652                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2653                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2654                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2655                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2656                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2657                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2658                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2659                         if (mode == SHADERMODE_WATER)
2660                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2661                 }
2662                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2663                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2664                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2665                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2666                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2667                 if (rsurface.texture->pantstexture)
2668                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2669                 else
2670                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2671                 if (rsurface.texture->shirttexture)
2672                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2673                 else
2674                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2675                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2676                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2677                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2678                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2679                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2680                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2681                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2682                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2683                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2684                         );
2685                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2686                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2687                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2688                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2689
2690                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2691                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2692                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2693                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2694                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2695                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2696                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2697                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2698                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2699                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2700                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2701                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2702                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2703                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2704                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2705                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2706                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2707                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2708                 {
2709                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2710                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2711                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2712                 }
2713                 else
2714                 {
2715                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2716                 }
2717 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2718                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2719                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2720                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2721                 {
2722                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2723                         if (rsurface.rtlight)
2724                         {
2725                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2726                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2727                         }
2728                 }
2729 #endif
2730                 break;
2731         case RENDERPATH_D3D10:
2732                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2733                 break;
2734         case RENDERPATH_D3D11:
2735                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2736                 break;
2737         case RENDERPATH_GL20:
2738         case RENDERPATH_GLES2:
2739                 if (!vid.useinterleavedarrays)
2740                 {
2741                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2742                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2743                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2744                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2745                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2746                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2747                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2748                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2749                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2750                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2751                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2752                 }
2753                 else
2754                 {
2755                         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) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2756                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2757                 }
2758                 // this has to be after RSurf_PrepareVerticesForBatch
2759                 if (rsurface.batchskeletaltransform3x4buffer)
2760                         permutation |= SHADERPERMUTATION_SKELETAL;
2761                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2762 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2763                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2764 #endif
2765                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2766                 if (mode == SHADERMODE_LIGHTSOURCE)
2767                 {
2768                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2769                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2770                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2771                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2772                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2773                         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);
2774         
2775                         // additive passes are only darkened by fog, not tinted
2776                         if (r_glsl_permutation->loc_FogColor >= 0)
2777                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2778                         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);
2779                 }
2780                 else
2781                 {
2782                         if (mode == SHADERMODE_FLATCOLOR)
2783                         {
2784                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2785                         }
2786                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2787                         {
2788                                 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]);
2789                                 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]);
2790                                 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);
2791                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2792                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2793                                 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]);
2794                                 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]);
2795                         }
2796                         else
2797                         {
2798                                 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]);
2799                                 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]);
2800                                 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);
2801                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2802                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2803                         }
2804                         // additive passes are only darkened by fog, not tinted
2805                         if (r_glsl_permutation->loc_FogColor >= 0)
2806                         {
2807                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2808                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2809                                 else
2810                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2811                         }
2812                         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);
2813                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2814                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2815                         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]);
2816                         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]);
2817                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2818                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2819                         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);
2820                         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]);
2821                 }
2822                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2823                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2824                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2825                 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]);
2826                 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]);
2827
2828                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2829                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2830                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2831                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2832                 {
2833                         if (rsurface.texture->pantstexture)
2834                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2835                         else
2836                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2837                 }
2838                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2839                 {
2840                         if (rsurface.texture->shirttexture)
2841                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2842                         else
2843                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2844                 }
2845                 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]);
2846                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2847                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2848                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2849                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2850                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2851                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2852                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2853                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2854                         );
2855                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2856                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2857                 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]);
2858                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2859                 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);}
2860                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2861
2862                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2863                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2864                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2865                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2866                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2867                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2868                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2869                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2870                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2871                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2872                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2873                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2874                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2875                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2876                 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);
2877                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2878                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2879                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2880                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2881                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2882                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2883                 {
2884                         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);
2885                         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);
2886                         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);
2887                 }
2888                 else
2889                 {
2890                         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);
2891                 }
2892                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2893                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2894                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2895                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2896                 {
2897                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2898                         if (rsurface.rtlight)
2899                         {
2900                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2901                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2902                         }
2903                 }
2904                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2905                 CHECKGLERROR
2906                 break;
2907         case RENDERPATH_GL11:
2908         case RENDERPATH_GL13:
2909         case RENDERPATH_GLES1:
2910                 break;
2911         case RENDERPATH_SOFT:
2912                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2913                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2914                 R_SetupShader_SetPermutationSoft(mode, permutation);
2915                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2916                 if (mode == SHADERMODE_LIGHTSOURCE)
2917                 {
2918                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2919                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2920                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2921                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2922                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2923                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2924         
2925                         // additive passes are only darkened by fog, not tinted
2926                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2927                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2928                 }
2929                 else
2930                 {
2931                         if (mode == SHADERMODE_FLATCOLOR)
2932                         {
2933                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2934                         }
2935                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2936                         {
2937                                 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]);
2938                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2939                                 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);
2940                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2941                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2942                                 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]);
2943                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2944                         }
2945                         else
2946                         {
2947                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2948                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2949                                 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);
2950                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2951                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2952                         }
2953                         // additive passes are only darkened by fog, not tinted
2954                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2955                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2956                         else
2957                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2958                         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);
2959                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2960                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2961                         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]);
2962                         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]);
2963                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2964                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2965                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2966                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2967                 }
2968                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2969                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2970                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2971                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2972                 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]);
2973
2974                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2975                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2976                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2977                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2978                 {
2979                         if (rsurface.texture->pantstexture)
2980                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2981                         else
2982                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2983                 }
2984                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2985                 {
2986                         if (rsurface.texture->shirttexture)
2987                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2988                         else
2989                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2990                 }
2991                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2992                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2993                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2994                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2995                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2996                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2997                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2998                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2999                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3000                         );
3001                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3002                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3003                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3004                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3005
3006                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
3007                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
3008                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
3009                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
3010                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
3011                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
3012                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
3013                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
3014                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
3015                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
3016                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
3017                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3018                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
3019                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
3020                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3021                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3022                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
3023                 if (rsurfacepass == RSURFPASS_BACKGROUND)
3024                 {
3025                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3026                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3027                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3028                 }
3029                 else
3030                 {
3031                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3032                 }
3033 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
3034                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
3035                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
3036                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3037                 {
3038                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3039                         if (rsurface.rtlight)
3040                         {
3041                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
3042                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
3043                         }
3044                 }
3045                 break;
3046         }
3047 }
3048
3049 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3050 {
3051         // select a permutation of the lighting shader appropriate to this
3052         // combination of texture, entity, light source, and fogging, only use the
3053         // minimum features necessary to avoid wasting rendering time in the
3054         // fragment shader on features that are not being used
3055         unsigned int permutation = 0;
3056         unsigned int mode = 0;
3057         const float *lightcolorbase = rtlight->currentcolor;
3058         float ambientscale = rtlight->ambientscale;
3059         float diffusescale = rtlight->diffusescale;
3060         float specularscale = rtlight->specularscale;
3061         // this is the location of the light in view space
3062         vec3_t viewlightorigin;
3063         // this transforms from view space (camera) to light space (cubemap)
3064         matrix4x4_t viewtolight;
3065         matrix4x4_t lighttoview;
3066         float viewtolight16f[16];
3067         // light source
3068         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3069         if (rtlight->currentcubemap != r_texture_whitecube)
3070                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3071         if (diffusescale > 0)
3072                 permutation |= SHADERPERMUTATION_DIFFUSE;
3073         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3074                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3075         if (r_shadow_usingshadowmap2d)
3076         {
3077                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3078                 if (r_shadow_shadowmapvsdct)
3079                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3080
3081                 if (r_shadow_shadowmap2ddepthbuffer)
3082                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3083         }
3084         if (vid.allowalphatocoverage)
3085                 GL_AlphaToCoverage(false);
3086         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3087         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3088         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3089         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3090         switch(vid.renderpath)
3091         {
3092         case RENDERPATH_D3D9:
3093 #ifdef SUPPORTD3D
3094                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3095                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3097                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3098                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3099                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3100                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102                 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);
3103                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3105
3106                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3107                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3108                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3109                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3110                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3111 #endif
3112                 break;
3113         case RENDERPATH_D3D10:
3114                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3115                 break;
3116         case RENDERPATH_D3D11:
3117                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3118                 break;
3119         case RENDERPATH_GL20:
3120         case RENDERPATH_GLES2:
3121                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3122                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3123                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3124                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3125                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3126                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3127                 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]);
3128                 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]);
3129                 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);
3130                 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]);
3131                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3132
3133                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3134                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3135                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3136                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3137                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3138                 break;
3139         case RENDERPATH_GL11:
3140         case RENDERPATH_GL13:
3141         case RENDERPATH_GLES1:
3142                 break;
3143         case RENDERPATH_SOFT:
3144                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3145                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3146                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3147                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3148                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3149                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3150                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3151                 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]);
3152                 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);
3153                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3154                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3155
3156                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3157                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3158                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3159                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3160                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3161                 break;
3162         }
3163 }
3164
3165 #define SKINFRAME_HASH 1024
3166
3167 typedef struct
3168 {
3169         int loadsequence; // incremented each level change
3170         memexpandablearray_t array;
3171         skinframe_t *hash[SKINFRAME_HASH];
3172 }
3173 r_skinframe_t;
3174 r_skinframe_t r_skinframe;
3175
3176 void R_SkinFrame_PrepareForPurge(void)
3177 {
3178         r_skinframe.loadsequence++;
3179         // wrap it without hitting zero
3180         if (r_skinframe.loadsequence >= 200)
3181                 r_skinframe.loadsequence = 1;
3182 }
3183
3184 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3185 {
3186         if (!skinframe)
3187                 return;
3188         // mark the skinframe as used for the purging code
3189         skinframe->loadsequence = r_skinframe.loadsequence;
3190 }
3191
3192 void R_SkinFrame_Purge(void)
3193 {
3194         int i;
3195         skinframe_t *s;
3196         for (i = 0;i < SKINFRAME_HASH;i++)
3197         {
3198                 for (s = r_skinframe.hash[i];s;s = s->next)
3199                 {
3200                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3201                         {
3202                                 if (s->merged == s->base)
3203                                         s->merged = NULL;
3204                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3205                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3206                                 R_PurgeTexture(s->merged);s->merged = NULL;
3207                                 R_PurgeTexture(s->base  );s->base   = NULL;
3208                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3209                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3210                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3211                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3212                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3213                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3214                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3215                                 s->loadsequence = 0;
3216                         }
3217                 }
3218         }
3219 }
3220
3221 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3222         skinframe_t *item;
3223         char basename[MAX_QPATH];
3224
3225         Image_StripImageExtension(name, basename, sizeof(basename));
3226
3227         if( last == NULL ) {
3228                 int hashindex;
3229                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3230                 item = r_skinframe.hash[hashindex];
3231         } else {
3232                 item = last->next;
3233         }
3234
3235         // linearly search through the hash bucket
3236         for( ; item ; item = item->next ) {
3237                 if( !strcmp( item->basename, basename ) ) {
3238                         return item;
3239                 }
3240         }
3241         return NULL;
3242 }
3243
3244 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3245 {
3246         skinframe_t *item;
3247         int hashindex;
3248         char basename[MAX_QPATH];
3249
3250         Image_StripImageExtension(name, basename, sizeof(basename));
3251
3252         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3253         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3254                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3255                         break;
3256
3257         if (!item) {
3258                 rtexture_t *dyntexture;
3259                 // check whether its a dynamic texture
3260                 dyntexture = CL_GetDynTexture( basename );
3261                 if (!add && !dyntexture)
3262                         return NULL;
3263                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3264                 memset(item, 0, sizeof(*item));
3265                 strlcpy(item->basename, basename, sizeof(item->basename));
3266                 item->base = dyntexture; // either NULL or dyntexture handle
3267                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3268                 item->comparewidth = comparewidth;
3269                 item->compareheight = compareheight;
3270                 item->comparecrc = comparecrc;
3271                 item->next = r_skinframe.hash[hashindex];
3272                 r_skinframe.hash[hashindex] = item;
3273         }
3274         else if (textureflags & TEXF_FORCE_RELOAD)
3275         {
3276                 rtexture_t *dyntexture;
3277                 // check whether its a dynamic texture
3278                 dyntexture = CL_GetDynTexture( basename );
3279                 if (!add && !dyntexture)
3280                         return NULL;
3281                 if (item->merged == item->base)
3282                         item->merged = NULL;
3283                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3284                 R_PurgeTexture(item->stain );item->stain  = NULL;
3285                 R_PurgeTexture(item->merged);item->merged = NULL;
3286                 R_PurgeTexture(item->base  );item->base   = NULL;
3287                 R_PurgeTexture(item->pants );item->pants  = NULL;
3288                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3289                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3290                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3291                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3292                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3293         R_PurgeTexture(item->reflect);item->reflect = NULL;
3294                 item->loadsequence = 0;
3295         }
3296         else if( item->base == NULL )
3297         {
3298                 rtexture_t *dyntexture;
3299                 // check whether its a dynamic texture
3300                 // 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]
3301                 dyntexture = CL_GetDynTexture( basename );
3302                 item->base = dyntexture; // either NULL or dyntexture handle
3303         }
3304
3305         R_SkinFrame_MarkUsed(item);
3306         return item;
3307 }
3308
3309 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3310         { \
3311                 unsigned long long avgcolor[5], wsum; \
3312                 int pix, comp, w; \
3313                 avgcolor[0] = 0; \
3314                 avgcolor[1] = 0; \
3315                 avgcolor[2] = 0; \
3316                 avgcolor[3] = 0; \
3317                 avgcolor[4] = 0; \
3318                 wsum = 0; \
3319                 for(pix = 0; pix < cnt; ++pix) \
3320                 { \
3321                         w = 0; \
3322                         for(comp = 0; comp < 3; ++comp) \
3323                                 w += getpixel; \
3324                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3325                         { \
3326                                 ++wsum; \
3327                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3328                                 w = getpixel; \
3329                                 for(comp = 0; comp < 3; ++comp) \
3330                                         avgcolor[comp] += getpixel * w; \
3331                                 avgcolor[3] += w; \
3332                         } \
3333                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3334                         avgcolor[4] += getpixel; \
3335                 } \
3336                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3337                         avgcolor[3] = 1; \
3338                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3339                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3340                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3341                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3342         }
3343
3344 extern cvar_t gl_picmip;
3345 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3346 {
3347         int j;
3348         unsigned char *pixels;
3349         unsigned char *bumppixels;
3350         unsigned char *basepixels = NULL;
3351         int basepixels_width = 0;
3352         int basepixels_height = 0;
3353         skinframe_t *skinframe;
3354         rtexture_t *ddsbase = NULL;
3355         qboolean ddshasalpha = false;
3356         float ddsavgcolor[4];
3357         char basename[MAX_QPATH];
3358         int miplevel = R_PicmipForFlags(textureflags);
3359         int savemiplevel = miplevel;
3360         int mymiplevel;
3361         char vabuf[1024];
3362
3363         if (cls.state == ca_dedicated)
3364                 return NULL;
3365
3366         // return an existing skinframe if already loaded
3367         // if loading of the first image fails, don't make a new skinframe as it
3368         // would cause all future lookups of this to be missing
3369         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3370         if (skinframe && skinframe->base)
3371                 return skinframe;
3372
3373         Image_StripImageExtension(name, basename, sizeof(basename));
3374
3375         // check for DDS texture file first
3376         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3377         {
3378                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3379                 if (basepixels == NULL)
3380                         return NULL;
3381         }
3382
3383         // FIXME handle miplevel
3384
3385         if (developer_loading.integer)
3386                 Con_Printf("loading skin \"%s\"\n", name);
3387
3388         // we've got some pixels to store, so really allocate this new texture now
3389         if (!skinframe)
3390                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3391         textureflags &= ~TEXF_FORCE_RELOAD;
3392         skinframe->stain = NULL;
3393         skinframe->merged = NULL;
3394         skinframe->base = NULL;
3395         skinframe->pants = NULL;
3396         skinframe->shirt = NULL;
3397         skinframe->nmap = NULL;
3398         skinframe->gloss = NULL;
3399         skinframe->glow = NULL;
3400         skinframe->fog = NULL;
3401         skinframe->reflect = NULL;
3402         skinframe->hasalpha = false;
3403
3404         if (ddsbase)
3405         {
3406                 skinframe->base = ddsbase;
3407                 skinframe->hasalpha = ddshasalpha;
3408                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3409                 if (r_loadfog && skinframe->hasalpha)
3410                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3411                 //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]);
3412         }
3413         else
3414         {
3415                 basepixels_width = image_width;
3416                 basepixels_height = image_height;
3417                 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);
3418                 if (textureflags & TEXF_ALPHA)
3419                 {
3420                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3421                         {
3422                                 if (basepixels[j] < 255)
3423                                 {
3424                                         skinframe->hasalpha = true;
3425                                         break;
3426                                 }
3427                         }
3428                         if (r_loadfog && skinframe->hasalpha)
3429                         {
3430                                 // has transparent pixels
3431                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3432                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3433                                 {
3434                                         pixels[j+0] = 255;
3435                                         pixels[j+1] = 255;
3436                                         pixels[j+2] = 255;
3437                                         pixels[j+3] = basepixels[j+3];
3438                                 }
3439                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3440                                 Mem_Free(pixels);
3441                         }
3442                 }
3443                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3444 #ifndef USE_GLES2
3445                 //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]);
3446                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3447                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3448                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3449                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3450 #endif
3451         }
3452
3453         if (r_loaddds)
3454         {
3455                 mymiplevel = savemiplevel;
3456                 if (r_loadnormalmap)
3457                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3458                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3459                 if (r_loadgloss)
3460                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3461                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3462                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3463                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3464         }
3465
3466         // _norm is the name used by tenebrae and has been adopted as standard
3467         if (r_loadnormalmap && skinframe->nmap == NULL)
3468         {
3469                 mymiplevel = savemiplevel;
3470                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3471                 {
3472                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3473                         Mem_Free(pixels);
3474                         pixels = NULL;
3475                 }
3476                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3477                 {
3478                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3479                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3480                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3481                         Mem_Free(pixels);
3482                         Mem_Free(bumppixels);
3483                 }
3484                 else if (r_shadow_bumpscale_basetexture.value > 0)
3485                 {
3486                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3487                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3488                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3489                         Mem_Free(pixels);
3490                 }
3491 #ifndef USE_GLES2
3492                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3493                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3494 #endif
3495         }
3496
3497         // _luma is supported only for tenebrae compatibility
3498         // _glow is the preferred name
3499         mymiplevel = savemiplevel;
3500         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3501         {
3502                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3503 #ifndef USE_GLES2
3504                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3505                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3506 #endif
3507                 Mem_Free(pixels);pixels = NULL;
3508         }
3509
3510         mymiplevel = savemiplevel;
3511         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3512         {
3513                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3514 #ifndef USE_GLES2
3515                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3516                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3517 #endif
3518                 Mem_Free(pixels);
3519                 pixels = NULL;
3520         }
3521
3522         mymiplevel = savemiplevel;
3523         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3524         {
3525                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3526 #ifndef USE_GLES2
3527                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3528                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3529 #endif
3530                 Mem_Free(pixels);
3531                 pixels = NULL;
3532         }
3533
3534         mymiplevel = savemiplevel;
3535         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3536         {
3537                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3538 #ifndef USE_GLES2
3539                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3540                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3541 #endif
3542                 Mem_Free(pixels);
3543                 pixels = NULL;
3544         }
3545
3546         mymiplevel = savemiplevel;
3547         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3548         {
3549                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3550 #ifndef USE_GLES2
3551                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3552                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3553 #endif
3554                 Mem_Free(pixels);
3555                 pixels = NULL;
3556         }
3557
3558         if (basepixels)
3559                 Mem_Free(basepixels);
3560
3561         return skinframe;
3562 }
3563
3564 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3565 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3566 {
3567         int i;
3568         unsigned char *temp1, *temp2;
3569         skinframe_t *skinframe;
3570         char vabuf[1024];
3571
3572         if (cls.state == ca_dedicated)
3573                 return NULL;
3574
3575         // if already loaded just return it, otherwise make a new skinframe
3576         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3577         if (skinframe->base)
3578                 return skinframe;
3579         textureflags &= ~TEXF_FORCE_RELOAD;
3580
3581         skinframe->stain = NULL;
3582         skinframe->merged = NULL;
3583         skinframe->base = NULL;
3584         skinframe->pants = NULL;
3585         skinframe->shirt = NULL;
3586         skinframe->nmap = NULL;
3587         skinframe->gloss = NULL;
3588         skinframe->glow = NULL;
3589         skinframe->fog = NULL;
3590         skinframe->reflect = NULL;
3591         skinframe->hasalpha = false;
3592
3593         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3594         if (!skindata)
3595                 return NULL;
3596
3597         if (developer_loading.integer)
3598                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3599
3600         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3601         {
3602                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3603                 temp2 = temp1 + width * height * 4;
3604                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3605                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3606                 Mem_Free(temp1);
3607         }
3608         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3609         if (textureflags & TEXF_ALPHA)
3610         {
3611                 for (i = 3;i < width * height * 4;i += 4)
3612                 {
3613                         if (skindata[i] < 255)
3614                         {
3615                                 skinframe->hasalpha = true;
3616                                 break;
3617                         }
3618                 }
3619                 if (r_loadfog && skinframe->hasalpha)
3620                 {
3621                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3622                         memcpy(fogpixels, skindata, width * height * 4);
3623                         for (i = 0;i < width * height * 4;i += 4)
3624                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3625                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3626                         Mem_Free(fogpixels);
3627                 }
3628         }
3629
3630         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3631         //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]);
3632
3633         return skinframe;
3634 }
3635
3636 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3637 {
3638         int i;
3639         int featuresmask;
3640         skinframe_t *skinframe;
3641
3642         if (cls.state == ca_dedicated)
3643                 return NULL;
3644
3645         // if already loaded just return it, otherwise make a new skinframe
3646         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3647         if (skinframe->base)
3648                 return skinframe;
3649         //textureflags &= ~TEXF_FORCE_RELOAD;
3650
3651         skinframe->stain = NULL;
3652         skinframe->merged = NULL;
3653         skinframe->base = NULL;
3654         skinframe->pants = NULL;
3655         skinframe->shirt = NULL;
3656         skinframe->nmap = NULL;
3657         skinframe->gloss = NULL;
3658         skinframe->glow = NULL;
3659         skinframe->fog = NULL;
3660         skinframe->reflect = NULL;
3661         skinframe->hasalpha = false;
3662
3663         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3664         if (!skindata)
3665                 return NULL;
3666
3667         if (developer_loading.integer)
3668                 Con_Printf("loading quake skin \"%s\"\n", name);
3669
3670         // 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)
3671         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3672         memcpy(skinframe->qpixels, skindata, width*height);
3673         skinframe->qwidth = width;
3674         skinframe->qheight = height;
3675
3676         featuresmask = 0;
3677         for (i = 0;i < width * height;i++)
3678                 featuresmask |= palette_featureflags[skindata[i]];
3679
3680         skinframe->hasalpha = false;
3681         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3682         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3683         skinframe->qgeneratemerged = true;
3684         skinframe->qgeneratebase = skinframe->qhascolormapping;
3685         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3686
3687         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3688         //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]);
3689
3690         return skinframe;
3691 }
3692
3693 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3694 {
3695         int width;
3696         int height;
3697         unsigned char *skindata;
3698         char vabuf[1024];
3699
3700         if (!skinframe->qpixels)
3701                 return;
3702
3703         if (!skinframe->qhascolormapping)
3704                 colormapped = false;
3705
3706         if (colormapped)
3707         {
3708                 if (!skinframe->qgeneratebase)
3709                         return;
3710         }
3711         else
3712         {
3713                 if (!skinframe->qgeneratemerged)
3714                         return;
3715         }
3716
3717         width = skinframe->qwidth;
3718         height = skinframe->qheight;
3719         skindata = skinframe->qpixels;
3720
3721         if (skinframe->qgeneratenmap)
3722         {
3723                 unsigned char *temp1, *temp2;
3724                 skinframe->qgeneratenmap = false;
3725                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3726                 temp2 = temp1 + width * height * 4;
3727                 // use either a custom palette or the quake palette
3728                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3729                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3730                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3731                 Mem_Free(temp1);
3732         }
3733
3734         if (skinframe->qgenerateglow)
3735         {
3736                 skinframe->qgenerateglow = false;
3737                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3738         }
3739
3740         if (colormapped)
3741         {
3742                 skinframe->qgeneratebase = false;
3743                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3744                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3745                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3746         }
3747         else
3748         {
3749                 skinframe->qgeneratemerged = false;
3750                 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);
3751         }
3752
3753         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3754         {
3755                 Mem_Free(skinframe->qpixels);
3756                 skinframe->qpixels = NULL;
3757         }
3758 }
3759
3760 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)
3761 {
3762         int i;
3763         skinframe_t *skinframe;
3764         char vabuf[1024];
3765
3766         if (cls.state == ca_dedicated)
3767                 return NULL;
3768
3769         // if already loaded just return it, otherwise make a new skinframe
3770         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3771         if (skinframe->base)
3772                 return skinframe;
3773         textureflags &= ~TEXF_FORCE_RELOAD;
3774
3775         skinframe->stain = NULL;
3776         skinframe->merged = NULL;
3777         skinframe->base = NULL;
3778         skinframe->pants = NULL;
3779         skinframe->shirt = NULL;
3780         skinframe->nmap = NULL;
3781         skinframe->gloss = NULL;
3782         skinframe->glow = NULL;
3783         skinframe->fog = NULL;
3784         skinframe->reflect = NULL;
3785         skinframe->hasalpha = false;
3786
3787         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3788         if (!skindata)
3789                 return NULL;
3790
3791         if (developer_loading.integer)
3792                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3793
3794         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3795         if (textureflags & TEXF_ALPHA)
3796         {
3797                 for (i = 0;i < width * height;i++)
3798                 {
3799                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3800                         {
3801                                 skinframe->hasalpha = true;
3802                                 break;
3803                         }
3804                 }
3805                 if (r_loadfog && skinframe->hasalpha)
3806                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3807         }
3808
3809         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3810         //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]);
3811
3812         return skinframe;
3813 }
3814
3815 skinframe_t *R_SkinFrame_LoadMissing(void)
3816 {
3817         skinframe_t *skinframe;
3818
3819         if (cls.state == ca_dedicated)
3820                 return NULL;
3821
3822         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3823         skinframe->stain = NULL;
3824         skinframe->merged = NULL;
3825         skinframe->base = NULL;
3826         skinframe->pants = NULL;
3827         skinframe->shirt = NULL;
3828         skinframe->nmap = NULL;
3829         skinframe->gloss = NULL;
3830         skinframe->glow = NULL;
3831         skinframe->fog = NULL;
3832         skinframe->reflect = NULL;
3833         skinframe->hasalpha = false;
3834
3835         skinframe->avgcolor[0] = rand() / RAND_MAX;
3836         skinframe->avgcolor[1] = rand() / RAND_MAX;
3837         skinframe->avgcolor[2] = rand() / RAND_MAX;
3838         skinframe->avgcolor[3] = 1;
3839
3840         return skinframe;
3841 }
3842
3843 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3844 typedef struct suffixinfo_s
3845 {
3846         const char *suffix;
3847         qboolean flipx, flipy, flipdiagonal;
3848 }
3849 suffixinfo_t;
3850 static suffixinfo_t suffix[3][6] =
3851 {
3852         {
3853                 {"px",   false, false, false},
3854                 {"nx",   false, false, false},
3855                 {"py",   false, false, false},
3856                 {"ny",   false, false, false},
3857                 {"pz",   false, false, false},
3858                 {"nz",   false, false, false}
3859         },
3860         {
3861                 {"posx", false, false, false},
3862                 {"negx", false, false, false},
3863                 {"posy", false, false, false},
3864                 {"negy", false, false, false},
3865                 {"posz", false, false, false},
3866                 {"negz", false, false, false}
3867         },
3868         {
3869                 {"rt",    true, false,  true},
3870                 {"lf",   false,  true,  true},
3871                 {"ft",    true,  true, false},
3872                 {"bk",   false, false, false},
3873                 {"up",    true, false,  true},
3874                 {"dn",    true, false,  true}
3875         }
3876 };
3877
3878 static int componentorder[4] = {0, 1, 2, 3};
3879
3880 static rtexture_t *R_LoadCubemap(const char *basename)
3881 {
3882         int i, j, cubemapsize;
3883         unsigned char *cubemappixels, *image_buffer;
3884         rtexture_t *cubemaptexture;
3885         char name[256];
3886         // must start 0 so the first loadimagepixels has no requested width/height
3887         cubemapsize = 0;
3888         cubemappixels = NULL;
3889         cubemaptexture = NULL;
3890         // keep trying different suffix groups (posx, px, rt) until one loads
3891         for (j = 0;j < 3 && !cubemappixels;j++)
3892         {
3893                 // load the 6 images in the suffix group
3894                 for (i = 0;i < 6;i++)
3895                 {
3896                         // generate an image name based on the base and and suffix
3897                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3898                         // load it
3899                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3900                         {
3901                                 // an image loaded, make sure width and height are equal
3902                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3903                                 {
3904                                         // if this is the first image to load successfully, allocate the cubemap memory
3905                                         if (!cubemappixels && image_width >= 1)
3906                                         {
3907                                                 cubemapsize = image_width;
3908                                                 // note this clears to black, so unavailable sides are black
3909                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3910                                         }
3911                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3912                                         if (cubemappixels)
3913                                                 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);
3914                                 }
3915                                 else
3916                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3917                                 // free the image
3918                                 Mem_Free(image_buffer);
3919                         }
3920                 }
3921         }
3922         // if a cubemap loaded, upload it
3923         if (cubemappixels)
3924         {
3925                 if (developer_loading.integer)
3926                         Con_Printf("loading cubemap \"%s\"\n", basename);
3927
3928                 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);
3929                 Mem_Free(cubemappixels);
3930         }
3931         else
3932         {
3933                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3934                 if (developer_loading.integer)
3935                 {
3936                         Con_Printf("(tried tried images ");
3937                         for (j = 0;j < 3;j++)
3938                                 for (i = 0;i < 6;i++)
3939                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3940                         Con_Print(" and was unable to find any of them).\n");
3941                 }
3942         }
3943         return cubemaptexture;
3944 }
3945
3946 rtexture_t *R_GetCubemap(const char *basename)
3947 {
3948         int i;
3949         for (i = 0;i < r_texture_numcubemaps;i++)
3950                 if (r_texture_cubemaps[i] != NULL)
3951                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3952                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3953         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3954                 return r_texture_whitecube;
3955         r_texture_numcubemaps++;
3956         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3957         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3958         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3959         return r_texture_cubemaps[i]->texture;
3960 }
3961
3962 static void R_Main_FreeViewCache(void)
3963 {
3964         if (r_refdef.viewcache.entityvisible)
3965                 Mem_Free(r_refdef.viewcache.entityvisible);
3966         if (r_refdef.viewcache.world_pvsbits)
3967                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3968         if (r_refdef.viewcache.world_leafvisible)
3969                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3970         if (r_refdef.viewcache.world_surfacevisible)
3971                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3973 }
3974
3975 static void R_Main_ResizeViewCache(void)
3976 {
3977         int numentities = r_refdef.scene.numentities;
3978         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3979         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3980         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3981         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3982         if (r_refdef.viewcache.maxentities < numentities)
3983         {
3984                 r_refdef.viewcache.maxentities = numentities;
3985                 if (r_refdef.viewcache.entityvisible)
3986                         Mem_Free(r_refdef.viewcache.entityvisible);
3987                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3988         }
3989         if (r_refdef.viewcache.world_numclusters != numclusters)
3990         {
3991                 r_refdef.viewcache.world_numclusters = numclusters;
3992                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3993                 if (r_refdef.viewcache.world_pvsbits)
3994                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3995                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3996         }
3997         if (r_refdef.viewcache.world_numleafs != numleafs)
3998         {
3999                 r_refdef.viewcache.world_numleafs = numleafs;
4000                 if (r_refdef.viewcache.world_leafvisible)
4001                         Mem_Free(r_refdef.viewcache.world_leafvisible);
4002                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4003         }
4004         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4005         {
4006                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4007                 if (r_refdef.viewcache.world_surfacevisible)
4008                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
4009                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4010         }
4011 }
4012
4013 extern rtexture_t *loadingscreentexture;
4014 static void gl_main_start(void)
4015 {
4016         loadingscreentexture = NULL;
4017         r_texture_blanknormalmap = NULL;
4018         r_texture_white = NULL;
4019         r_texture_grey128 = NULL;
4020         r_texture_black = NULL;
4021         r_texture_whitecube = NULL;
4022         r_texture_normalizationcube = NULL;
4023         r_texture_fogattenuation = NULL;
4024         r_texture_fogheighttexture = NULL;
4025         r_texture_gammaramps = NULL;
4026         r_texture_numcubemaps = 0;
4027         r_uniformbufferalignment = 32;
4028
4029         r_loaddds = r_texture_dds_load.integer != 0;
4030         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4031
4032         switch(vid.renderpath)
4033         {
4034         case RENDERPATH_GL20:
4035         case RENDERPATH_D3D9:
4036         case RENDERPATH_D3D10:
4037         case RENDERPATH_D3D11:
4038         case RENDERPATH_SOFT:
4039         case RENDERPATH_GLES2:
4040                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041                 Cvar_SetValueQuick(&gl_combine, 1);
4042                 Cvar_SetValueQuick(&r_glsl, 1);
4043                 r_loadnormalmap = true;
4044                 r_loadgloss = true;
4045                 r_loadfog = false;
4046 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4047                 if (vid.support.arb_uniform_buffer_object)
4048                         qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4049 #endif
4050                         break;
4051         case RENDERPATH_GL13:
4052         case RENDERPATH_GLES1:
4053                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4054                 Cvar_SetValueQuick(&gl_combine, 1);
4055                 Cvar_SetValueQuick(&r_glsl, 0);
4056                 r_loadnormalmap = false;
4057                 r_loadgloss = false;
4058                 r_loadfog = true;
4059                 break;
4060         case RENDERPATH_GL11:
4061                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4062                 Cvar_SetValueQuick(&gl_combine, 0);
4063                 Cvar_SetValueQuick(&r_glsl, 0);
4064                 r_loadnormalmap = false;
4065                 r_loadgloss = false;
4066                 r_loadfog = true;
4067                 break;
4068         }
4069
4070         R_AnimCache_Free();
4071         R_FrameData_Reset();
4072         R_BufferData_Reset();
4073
4074         r_numqueries = 0;
4075         r_maxqueries = 0;
4076         memset(r_queries, 0, sizeof(r_queries));
4077
4078         r_qwskincache = NULL;
4079         r_qwskincache_size = 0;
4080
4081         // due to caching of texture_t references, the collision cache must be reset
4082         Collision_Cache_Reset(true);
4083
4084         // set up r_skinframe loading system for textures
4085         memset(&r_skinframe, 0, sizeof(r_skinframe));
4086         r_skinframe.loadsequence = 1;
4087         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4088
4089         r_main_texturepool = R_AllocTexturePool();
4090         R_BuildBlankTextures();
4091         R_BuildNoTexture();
4092         if (vid.support.arb_texture_cube_map)
4093         {
4094                 R_BuildWhiteCube();
4095                 R_BuildNormalizationCube();
4096         }
4097         r_texture_fogattenuation = NULL;
4098         r_texture_fogheighttexture = NULL;
4099         r_texture_gammaramps = NULL;
4100         //r_texture_fogintensity = NULL;
4101         memset(&r_fb, 0, sizeof(r_fb));
4102         r_glsl_permutation = NULL;
4103         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4104         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4105         glslshaderstring = NULL;
4106 #ifdef SUPPORTD3D
4107         r_hlsl_permutation = NULL;
4108         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4109         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4110 #endif
4111         hlslshaderstring = NULL;
4112         memset(&r_svbsp, 0, sizeof (r_svbsp));
4113
4114         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4115         r_texture_numcubemaps = 0;
4116
4117         r_refdef.fogmasktable_density = 0;
4118
4119 #ifdef __ANDROID__
4120         // For Steelstorm Android
4121         // FIXME CACHE the program and reload
4122         // FIXME see possible combinations for SS:BR android
4123         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4124         R_SetupShader_SetPermutationGLSL(0, 12);
4125         R_SetupShader_SetPermutationGLSL(0, 13);
4126         R_SetupShader_SetPermutationGLSL(0, 8388621);
4127         R_SetupShader_SetPermutationGLSL(3, 0);
4128         R_SetupShader_SetPermutationGLSL(3, 2048);
4129         R_SetupShader_SetPermutationGLSL(5, 0);
4130         R_SetupShader_SetPermutationGLSL(5, 2);
4131         R_SetupShader_SetPermutationGLSL(5, 2048);
4132         R_SetupShader_SetPermutationGLSL(5, 8388608);
4133         R_SetupShader_SetPermutationGLSL(11, 1);
4134         R_SetupShader_SetPermutationGLSL(11, 2049);
4135         R_SetupShader_SetPermutationGLSL(11, 8193);
4136         R_SetupShader_SetPermutationGLSL(11, 10241);
4137         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4138 #endif
4139 }
4140
4141 static void gl_main_shutdown(void)
4142 {
4143         R_AnimCache_Free();
4144         R_FrameData_Reset();
4145         R_BufferData_Reset();
4146
4147         R_Main_FreeViewCache();
4148
4149         switch(vid.renderpath)
4150         {
4151         case RENDERPATH_GL11:
4152         case RENDERPATH_GL13:
4153         case RENDERPATH_GL20:
4154         case RENDERPATH_GLES1:
4155         case RENDERPATH_GLES2:
4156 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4157                 if (r_maxqueries)
4158                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4159 #endif
4160                 break;
4161         case RENDERPATH_D3D9:
4162                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4163                 break;
4164         case RENDERPATH_D3D10:
4165                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4166                 break;
4167         case RENDERPATH_D3D11:
4168                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4169                 break;
4170         case RENDERPATH_SOFT:
4171                 break;
4172         }
4173
4174         r_numqueries = 0;
4175         r_maxqueries = 0;
4176         memset(r_queries, 0, sizeof(r_queries));
4177
4178         r_qwskincache = NULL;
4179         r_qwskincache_size = 0;
4180
4181         // clear out the r_skinframe state
4182         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4183         memset(&r_skinframe, 0, sizeof(r_skinframe));
4184
4185         if (r_svbsp.nodes)
4186                 Mem_Free(r_svbsp.nodes);
4187         memset(&r_svbsp, 0, sizeof (r_svbsp));
4188         R_FreeTexturePool(&r_main_texturepool);
4189         loadingscreentexture = NULL;
4190         r_texture_blanknormalmap = NULL;
4191         r_texture_white = NULL;
4192         r_texture_grey128 = NULL;
4193         r_texture_black = NULL;
4194         r_texture_whitecube = NULL;
4195         r_texture_normalizationcube = NULL;
4196         r_texture_fogattenuation = NULL;
4197         r_texture_fogheighttexture = NULL;
4198         r_texture_gammaramps = NULL;
4199         r_texture_numcubemaps = 0;
4200         //r_texture_fogintensity = NULL;
4201         memset(&r_fb, 0, sizeof(r_fb));
4202         R_GLSL_Restart_f();
4203
4204         r_glsl_permutation = NULL;
4205         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4206         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4207         glslshaderstring = NULL;
4208 #ifdef SUPPORTD3D
4209         r_hlsl_permutation = NULL;
4210         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4211         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4212 #endif
4213         hlslshaderstring = NULL;
4214 }
4215
4216 static void gl_main_newmap(void)
4217 {
4218         // FIXME: move this code to client
4219         char *entities, entname[MAX_QPATH];
4220         if (r_qwskincache)
4221                 Mem_Free(r_qwskincache);
4222         r_qwskincache = NULL;
4223         r_qwskincache_size = 0;
4224         if (cl.worldmodel)
4225         {
4226                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4227                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4228                 {
4229                         CL_ParseEntityLump(entities);
4230                         Mem_Free(entities);
4231                         return;
4232                 }
4233                 if (cl.worldmodel->brush.entities)
4234                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4235         }
4236         R_Main_FreeViewCache();
4237
4238         R_FrameData_Reset();
4239         R_BufferData_Reset();
4240 }
4241
4242 void GL_Main_Init(void)
4243 {
4244         int i;
4245         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4246
4247         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4248         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4249         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4250         if (gamemode == GAME_NEHAHRA)
4251         {
4252                 Cvar_RegisterVariable (&gl_fogenable);
4253                 Cvar_RegisterVariable (&gl_fogdensity);
4254                 Cvar_RegisterVariable (&gl_fogred);
4255                 Cvar_RegisterVariable (&gl_foggreen);
4256                 Cvar_RegisterVariable (&gl_fogblue);
4257                 Cvar_RegisterVariable (&gl_fogstart);
4258                 Cvar_RegisterVariable (&gl_fogend);
4259                 Cvar_RegisterVariable (&gl_skyclip);
4260         }
4261         Cvar_RegisterVariable(&r_motionblur);
4262         Cvar_RegisterVariable(&r_damageblur);
4263         Cvar_RegisterVariable(&r_motionblur_averaging);
4264         Cvar_RegisterVariable(&r_motionblur_randomize);
4265         Cvar_RegisterVariable(&r_motionblur_minblur);
4266         Cvar_RegisterVariable(&r_motionblur_maxblur);
4267         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4268         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4269         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4270         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4271         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4272         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4273         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4274         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4275         Cvar_RegisterVariable(&r_equalize_entities_by);
4276         Cvar_RegisterVariable(&r_equalize_entities_to);
4277         Cvar_RegisterVariable(&r_depthfirst);
4278         Cvar_RegisterVariable(&r_useinfinitefarclip);
4279         Cvar_RegisterVariable(&r_farclip_base);
4280         Cvar_RegisterVariable(&r_farclip_world);
4281         Cvar_RegisterVariable(&r_nearclip);
4282         Cvar_RegisterVariable(&r_deformvertexes);
4283         Cvar_RegisterVariable(&r_transparent);
4284         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4285         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4286         Cvar_RegisterVariable(&r_transparent_useplanardistance);
4287         Cvar_RegisterVariable(&r_showoverdraw);
4288         Cvar_RegisterVariable(&r_showbboxes);
4289         Cvar_RegisterVariable(&r_showsurfaces);
4290         Cvar_RegisterVariable(&r_showtris);
4291         Cvar_RegisterVariable(&r_shownormals);
4292         Cvar_RegisterVariable(&r_showlighting);
4293         Cvar_RegisterVariable(&r_showshadowvolumes);
4294         Cvar_RegisterVariable(&r_showcollisionbrushes);
4295         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4296         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4297         Cvar_RegisterVariable(&r_showdisabledepthtest);
4298         Cvar_RegisterVariable(&r_drawportals);
4299         Cvar_RegisterVariable(&r_drawentities);
4300         Cvar_RegisterVariable(&r_draw2d);
4301         Cvar_RegisterVariable(&r_drawworld);
4302         Cvar_RegisterVariable(&r_cullentities_trace);
4303         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4304         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4305         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4306         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4307         Cvar_RegisterVariable(&r_sortentities);
4308         Cvar_RegisterVariable(&r_drawviewmodel);
4309         Cvar_RegisterVariable(&r_drawexteriormodel);
4310         Cvar_RegisterVariable(&r_speeds);
4311         Cvar_RegisterVariable(&r_fullbrights);
4312         Cvar_RegisterVariable(&r_wateralpha);
4313         Cvar_RegisterVariable(&r_dynamic);
4314         Cvar_RegisterVariable(&r_fakelight);
4315         Cvar_RegisterVariable(&r_fakelight_intensity);
4316         Cvar_RegisterVariable(&r_fullbright);
4317         Cvar_RegisterVariable(&r_shadows);
4318         Cvar_RegisterVariable(&r_shadows_darken);
4319         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4320         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4321         Cvar_RegisterVariable(&r_shadows_throwdistance);
4322         Cvar_RegisterVariable(&r_shadows_throwdirection);
4323         Cvar_RegisterVariable(&r_shadows_focus);
4324         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4325         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4326         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4327         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4328         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4329         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4330         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4331         Cvar_RegisterVariable(&r_fog_exp2);
4332         Cvar_RegisterVariable(&r_fog_clear);
4333         Cvar_RegisterVariable(&r_drawfog);
4334         Cvar_RegisterVariable(&r_transparentdepthmasking);
4335         Cvar_RegisterVariable(&r_transparent_sortmindist);
4336         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4337         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4338         Cvar_RegisterVariable(&r_texture_dds_load);
4339         Cvar_RegisterVariable(&r_texture_dds_save);
4340         Cvar_RegisterVariable(&r_textureunits);
4341         Cvar_RegisterVariable(&gl_combine);
4342         Cvar_RegisterVariable(&r_usedepthtextures);
4343         Cvar_RegisterVariable(&r_viewfbo);
4344         Cvar_RegisterVariable(&r_viewscale);
4345         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4346         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4347         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4348         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4349         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4350         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4351         Cvar_RegisterVariable(&r_glsl);
4352         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4353         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4354         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4355         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4356         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4357         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4358         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4359         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4360         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4361         Cvar_RegisterVariable(&r_glsl_postprocess);
4362         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4363         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4364         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4365         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4366         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4367         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4368         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4369         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4370         Cvar_RegisterVariable(&r_celshading);
4371         Cvar_RegisterVariable(&r_celoutlines);
4372
4373         Cvar_RegisterVariable(&r_water);
4374         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4375         Cvar_RegisterVariable(&r_water_clippingplanebias);
4376         Cvar_RegisterVariable(&r_water_refractdistort);
4377         Cvar_RegisterVariable(&r_water_reflectdistort);
4378         Cvar_RegisterVariable(&r_water_scissormode);
4379         Cvar_RegisterVariable(&r_water_lowquality);
4380         Cvar_RegisterVariable(&r_water_hideplayer);
4381         Cvar_RegisterVariable(&r_water_fbo);
4382
4383         Cvar_RegisterVariable(&r_lerpsprites);
4384         Cvar_RegisterVariable(&r_lerpmodels);
4385         Cvar_RegisterVariable(&r_lerplightstyles);
4386         Cvar_RegisterVariable(&r_waterscroll);
4387         Cvar_RegisterVariable(&r_bloom);
4388         Cvar_RegisterVariable(&r_bloom_colorscale);
4389         Cvar_RegisterVariable(&r_bloom_brighten);
4390         Cvar_RegisterVariable(&r_bloom_blur);
4391         Cvar_RegisterVariable(&r_bloom_resolution);
4392         Cvar_RegisterVariable(&r_bloom_colorexponent);
4393         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4394         Cvar_RegisterVariable(&r_bloom_scenebrightness);
4395         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4396         Cvar_RegisterVariable(&r_hdr_glowintensity);
4397         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4398         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4399         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4400         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4401         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4402         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4403         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4404         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4405         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4406         Cvar_RegisterVariable(&developer_texturelogging);
4407         Cvar_RegisterVariable(&gl_lightmaps);
4408         Cvar_RegisterVariable(&r_test);
4409         Cvar_RegisterVariable(&r_batch_multidraw);
4410         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4411         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4412         Cvar_RegisterVariable(&r_glsl_skeletal);
4413         Cvar_RegisterVariable(&r_glsl_saturation);
4414         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4415         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4416         Cvar_RegisterVariable(&r_framedatasize);
4417         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4418                 Cvar_RegisterVariable(&r_buffermegs[i]);
4419         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4420         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4421                 Cvar_SetValue("r_fullbrights", 0);
4422 #ifdef DP_MOBILETOUCH
4423         // GLES devices have terrible depth precision in general, so...
4424         Cvar_SetValueQuick(&r_nearclip, 4);
4425         Cvar_SetValueQuick(&r_farclip_base, 4096);
4426         Cvar_SetValueQuick(&r_farclip_world, 0);
4427         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4428 #endif
4429         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4430 }
4431
4432 void Render_Init(void)
4433 {
4434         gl_backend_init();
4435         R_Textures_Init();
4436         GL_Main_Init();
4437         Font_Init();
4438         GL_Draw_Init();
4439         R_Shadow_Init();
4440         R_Sky_Init();
4441         GL_Surf_Init();
4442         Sbar_Init();
4443         R_Particles_Init();
4444         R_Explosion_Init();
4445         R_LightningBeams_Init();
4446         Mod_RenderInit();
4447 }
4448
4449 /*
4450 ===============
4451 GL_Init
4452 ===============
4453 */
4454 #ifndef USE_GLES2
4455 extern char *ENGINE_EXTENSIONS;
4456 void GL_Init (void)
4457 {
4458         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4459         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4460         gl_version = (const char *)qglGetString(GL_VERSION);
4461         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4462
4463         if (!gl_extensions)
4464                 gl_extensions = "";
4465         if (!gl_platformextensions)
4466                 gl_platformextensions = "";
4467
4468         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4469         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4470         Con_Printf("GL_VERSION: %s\n", gl_version);
4471         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4472         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4473
4474         VID_CheckExtensions();
4475
4476         // LordHavoc: report supported extensions
4477 #ifdef CONFIG_MENU
4478         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4479 #else
4480         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4481 #endif
4482
4483         // clear to black (loading plaque will be seen over this)
4484         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4485 }
4486 #endif
4487
4488 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4489 {
4490         int i;
4491         mplane_t *p;
4492         if (r_trippy.integer)
4493                 return false;
4494         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4495         {
4496                 p = r_refdef.view.frustum + i;
4497                 switch(p->signbits)
4498                 {
4499                 default:
4500                 case 0:
4501                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502                                 return true;
4503                         break;
4504                 case 1:
4505                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506                                 return true;
4507                         break;
4508                 case 2:
4509                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510                                 return true;
4511                         break;
4512                 case 3:
4513                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514                                 return true;
4515                         break;
4516                 case 4:
4517                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518                                 return true;
4519                         break;
4520                 case 5:
4521                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522                                 return true;
4523                         break;
4524                 case 6:
4525                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4526                                 return true;
4527                         break;
4528                 case 7:
4529                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4530                                 return true;
4531                         break;
4532                 }
4533         }
4534         return false;
4535 }
4536
4537 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4538 {
4539         int i;
4540         const mplane_t *p;
4541         if (r_trippy.integer)
4542                 return false;
4543         for (i = 0;i < numplanes;i++)
4544         {
4545                 p = planes + i;
4546                 switch(p->signbits)
4547                 {
4548                 default:
4549                 case 0:
4550                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4551                                 return true;
4552                         break;
4553                 case 1:
4554                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4555                                 return true;
4556                         break;
4557                 case 2:
4558                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4559                                 return true;
4560                         break;
4561                 case 3:
4562                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4563                                 return true;
4564                         break;
4565                 case 4:
4566                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4567                                 return true;
4568                         break;
4569                 case 5:
4570                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4571                                 return true;
4572                         break;
4573                 case 6:
4574                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4575                                 return true;
4576                         break;
4577                 case 7:
4578                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4579                                 return true;
4580                         break;
4581                 }
4582         }
4583         return false;
4584 }
4585
4586 //==================================================================================
4587
4588 // LordHavoc: this stores temporary data used within the same frame
4589
4590 typedef struct r_framedata_mem_s
4591 {
4592         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4593         size_t size; // how much usable space
4594         size_t current; // how much space in use
4595         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4596         size_t wantedsize; // how much space was allocated
4597         unsigned char *data; // start of real data (16byte aligned)
4598 }
4599 r_framedata_mem_t;
4600
4601 static r_framedata_mem_t *r_framedata_mem;
4602
4603 void R_FrameData_Reset(void)
4604 {
4605         while (r_framedata_mem)
4606         {
4607                 r_framedata_mem_t *next = r_framedata_mem->purge;
4608                 Mem_Free(r_framedata_mem);
4609                 r_framedata_mem = next;
4610         }
4611 }
4612
4613 static void R_FrameData_Resize(qboolean mustgrow)
4614 {
4615         size_t wantedsize;
4616         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4617         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4618         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4619         {
4620                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4621                 newmem->wantedsize = wantedsize;
4622                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4623                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4624                 newmem->current = 0;
4625                 newmem->mark = 0;
4626                 newmem->purge = r_framedata_mem;
4627                 r_framedata_mem = newmem;
4628         }
4629 }
4630
4631 void R_FrameData_NewFrame(void)
4632 {
4633         R_FrameData_Resize(false);
4634         if (!r_framedata_mem)
4635                 return;
4636         // if we ran out of space on the last frame, free the old memory now
4637         while (r_framedata_mem->purge)
4638         {
4639                 // repeatedly remove the second item in the list, leaving only head
4640                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4641                 Mem_Free(r_framedata_mem->purge);
4642                 r_framedata_mem->purge = next;
4643         }
4644         // reset the current mem pointer
4645         r_framedata_mem->current = 0;
4646         r_framedata_mem->mark = 0;
4647 }
4648
4649 void *R_FrameData_Alloc(size_t size)
4650 {
4651         void *data;
4652         float newvalue;
4653
4654         // align to 16 byte boundary - the data pointer is already aligned, so we
4655         // only need to ensure the size of every allocation is also aligned
4656         size = (size + 15) & ~15;
4657
4658         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4659         {
4660                 // emergency - we ran out of space, allocate more memory
4661                 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4662                 // this might not be a growing it, but we'll allocate another buffer every time
4663                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4664                 R_FrameData_Resize(true);
4665         }
4666
4667         data = r_framedata_mem->data + r_framedata_mem->current;
4668         r_framedata_mem->current += size;
4669
4670         // count the usage for stats
4671         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4672         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4673
4674         return (void *)data;
4675 }
4676
4677 void *R_FrameData_Store(size_t size, void *data)
4678 {
4679         void *d = R_FrameData_Alloc(size);
4680         if (d && data)
4681                 memcpy(d, data, size);
4682         return d;
4683 }
4684
4685 void R_FrameData_SetMark(void)
4686 {
4687         if (!r_framedata_mem)
4688                 return;
4689         r_framedata_mem->mark = r_framedata_mem->current;
4690 }
4691
4692 void R_FrameData_ReturnToMark(void)
4693 {
4694         if (!r_framedata_mem)
4695                 return;
4696         r_framedata_mem->current = r_framedata_mem->mark;
4697 }
4698
4699 //==================================================================================
4700
4701 // avoid reusing the same buffer objects on consecutive frames
4702 #define R_BUFFERDATA_CYCLE 3
4703
4704 typedef struct r_bufferdata_buffer_s
4705 {
4706         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4707         size_t size; // how much usable space
4708         size_t current; // how much space in use
4709         r_meshbuffer_t *buffer; // the buffer itself
4710 }
4711 r_bufferdata_buffer_t;
4712
4713 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4714 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4715
4716 /// frees all dynamic buffers
4717 void R_BufferData_Reset(void)
4718 {
4719         int cycle, type;
4720         r_bufferdata_buffer_t **p, *mem;
4721         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4722         {
4723                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4724                 {
4725                         // free all buffers
4726                         p = &r_bufferdata_buffer[cycle][type];
4727                         while (*p)
4728                         {
4729                                 mem = *p;
4730                                 *p = (*p)->purge;
4731                                 if (mem->buffer)
4732                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4733                                 Mem_Free(mem);
4734                         }
4735                 }
4736         }
4737 }
4738
4739 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4740 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4741 {
4742         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4743         size_t size;
4744         float newvalue = r_buffermegs[type].value;
4745
4746         // increase the cvar if we have to (but only if we already have a mem)
4747         if (mustgrow && mem)
4748                 newvalue *= 2.0f;
4749         newvalue = bound(0.25f, newvalue, 256.0f);
4750         while (newvalue * 1024*1024 < minsize)
4751                 newvalue *= 2.0f;
4752
4753         // clamp the cvar to valid range
4754         newvalue = bound(0.25f, newvalue, 256.0f);
4755         if (r_buffermegs[type].value != newvalue)
4756                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4757
4758         // calculate size in bytes
4759         size = (size_t)(newvalue * 1024*1024);
4760         size = bound(131072, size, 256*1024*1024);
4761
4762         // allocate a new buffer if the size is different (purge old one later)
4763         // or if we were told we must grow the buffer
4764         if (!mem || mem->size != size || mustgrow)
4765         {
4766                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4767                 mem->size = size;
4768                 mem->current = 0;
4769                 if (type == R_BUFFERDATA_VERTEX)
4770                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4771                 else if (type == R_BUFFERDATA_INDEX16)
4772                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4773                 else if (type == R_BUFFERDATA_INDEX32)
4774                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4775                 else if (type == R_BUFFERDATA_UNIFORM)
4776                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4777                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4778                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4779         }
4780 }
4781
4782 void R_BufferData_NewFrame(void)
4783 {
4784         int type;
4785         r_bufferdata_buffer_t **p, *mem;
4786         // cycle to the next frame's buffers
4787         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4788         // if we ran out of space on the last time we used these buffers, free the old memory now
4789         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4790         {
4791                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4792                 {
4793                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4794                         // free all but the head buffer, this is how we recycle obsolete
4795                         // buffers after they are no longer in use
4796                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4797                         while (*p)
4798                         {
4799                                 mem = *p;
4800                                 *p = (*p)->purge;
4801                                 if (mem->buffer)
4802                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4803                                 Mem_Free(mem);
4804                         }
4805                         // reset the current offset
4806                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4807                 }
4808         }
4809 }
4810
4811 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4812 {
4813         r_bufferdata_buffer_t *mem;
4814         int offset = 0;
4815         int padsize;
4816
4817         *returnbufferoffset = 0;
4818
4819         // align size to a byte boundary appropriate for the buffer type, this
4820         // makes all allocations have aligned start offsets
4821         if (type == R_BUFFERDATA_UNIFORM)
4822                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4823         else
4824                 padsize = (datasize + 15) & ~15;
4825
4826         // if we ran out of space in this buffer we must allocate a new one
4827         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4828                 R_BufferData_Resize(type, true, padsize);
4829
4830         // if the resize did not give us enough memory, fail
4831         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4832                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4833
4834         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4835         offset = mem->current;
4836         mem->current += padsize;
4837
4838         // upload the data to the buffer at the chosen offset
4839         if (offset == 0)
4840                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4841         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4842
4843         // count the usage for stats
4844         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4845         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4846
4847         // return the buffer offset
4848         *returnbufferoffset = offset;
4849
4850         return mem->buffer;
4851 }
4852
4853 //==================================================================================
4854
4855 // LordHavoc: animcache originally written by Echon, rewritten since then
4856
4857 /**
4858  * Animation cache prevents re-generating mesh data for an animated model
4859  * multiple times in one frame for lighting, shadowing, reflections, etc.
4860  */
4861
4862 void R_AnimCache_Free(void)
4863 {
4864 }
4865
4866 void R_AnimCache_ClearCache(void)
4867 {
4868         int i;
4869         entity_render_t *ent;
4870
4871         for (i = 0;i < r_refdef.scene.numentities;i++)
4872         {
4873                 ent = r_refdef.scene.entities[i];
4874                 ent->animcache_vertex3f = NULL;
4875                 ent->animcache_vertex3f_vertexbuffer = NULL;
4876                 ent->animcache_vertex3f_bufferoffset = 0;
4877                 ent->animcache_normal3f = NULL;
4878                 ent->animcache_normal3f_vertexbuffer = NULL;
4879                 ent->animcache_normal3f_bufferoffset = 0;
4880                 ent->animcache_svector3f = NULL;
4881                 ent->animcache_svector3f_vertexbuffer = NULL;
4882                 ent->animcache_svector3f_bufferoffset = 0;
4883                 ent->animcache_tvector3f = NULL;
4884                 ent->animcache_tvector3f_vertexbuffer = NULL;
4885                 ent->animcache_tvector3f_bufferoffset = 0;
4886                 ent->animcache_vertexmesh = NULL;
4887                 ent->animcache_vertexmesh_vertexbuffer = NULL;
4888                 ent->animcache_vertexmesh_bufferoffset = 0;
4889                 ent->animcache_skeletaltransform3x4 = NULL;
4890                 ent->animcache_skeletaltransform3x4buffer = NULL;
4891                 ent->animcache_skeletaltransform3x4offset = 0;
4892                 ent->animcache_skeletaltransform3x4size = 0;
4893         }
4894 }
4895
4896 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4897 {
4898         int i;
4899
4900         // check if we need the meshbuffers
4901         if (!vid.useinterleavedarrays)
4902                 return;
4903
4904         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4905                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4906         // TODO: upload vertexbuffer?
4907         if (ent->animcache_vertexmesh)
4908         {
4909                 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4910                 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4911                 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4912                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4913                 for (i = 0;i < numvertices;i++)
4914                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4915                 if (ent->animcache_svector3f)
4916                         for (i = 0;i < numvertices;i++)
4917                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4918                 if (ent->animcache_tvector3f)
4919                         for (i = 0;i < numvertices;i++)
4920                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4921                 if (ent->animcache_normal3f)
4922                         for (i = 0;i < numvertices;i++)
4923                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4924         }
4925 }
4926
4927 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4928 {
4929         dp_model_t *model = ent->model;
4930         int numvertices;
4931
4932         // see if this ent is worth caching
4933         if (!model || !model->Draw || !model->AnimateVertices)
4934                 return false;
4935         // nothing to cache if it contains no animations and has no skeleton
4936         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4937                 return false;
4938         // see if it is already cached for gpuskeletal
4939         if (ent->animcache_skeletaltransform3x4)
4940                 return false;
4941         // see if it is already cached as a mesh
4942         if (ent->animcache_vertex3f)
4943         {
4944                 // check if we need to add normals or tangents
4945                 if (ent->animcache_normal3f)
4946                         wantnormals = false;
4947                 if (ent->animcache_svector3f)
4948                         wanttangents = false;
4949                 if (!wantnormals && !wanttangents)
4950                         return false;
4951         }
4952
4953         // check which kind of cache we need to generate
4954         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4955         {
4956                 // cache the skeleton so the vertex shader can use it
4957                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4958                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4959                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4960                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4961                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
4962                 // note: this can fail if the buffer is at the grow limit
4963                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4964                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4965         }
4966         else if (ent->animcache_vertex3f)
4967         {
4968                 // mesh was already cached but we may need to add normals/tangents
4969                 // (this only happens with multiple views, reflections, cameras, etc)
4970                 if (wantnormals || wanttangents)
4971                 {
4972                         numvertices = model->surfmesh.num_vertices;
4973                         if (wantnormals)
4974                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4975                         if (wanttangents)
4976                         {
4977                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4978                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4979                         }
4980                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4981                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4982                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
4983                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4984                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4985                 }
4986         }
4987         else
4988         {
4989                 // generate mesh cache
4990                 numvertices = model->surfmesh.num_vertices;
4991                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4992                 if (wantnormals)
4993                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4994                 if (wanttangents)
4995                 {
4996                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4997                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4998                 }
4999                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5000                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5001                 if (wantnormals || wanttangents)
5002                 {
5003                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
5004                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5005                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5006                 }
5007                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5008                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5009                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5010         }
5011         return true;
5012 }
5013
5014 void R_AnimCache_CacheVisibleEntities(void)
5015 {
5016         int i;
5017         qboolean wantnormals = true;
5018         qboolean wanttangents = !r_showsurfaces.integer;
5019
5020         switch(vid.renderpath)
5021         {
5022         case RENDERPATH_GL20:
5023         case RENDERPATH_D3D9:
5024         case RENDERPATH_D3D10:
5025         case RENDERPATH_D3D11:
5026         case RENDERPATH_GLES2:
5027                 break;
5028         case RENDERPATH_GL11:
5029         case RENDERPATH_GL13:
5030         case RENDERPATH_GLES1:
5031                 wanttangents = false;
5032                 break;
5033         case RENDERPATH_SOFT:
5034                 break;
5035         }
5036
5037         if (r_shownormals.integer)
5038                 wanttangents = wantnormals = true;
5039
5040         // TODO: thread this
5041         // NOTE: R_PrepareRTLights() also caches entities
5042
5043         for (i = 0;i < r_refdef.scene.numentities;i++)
5044                 if (r_refdef.viewcache.entityvisible[i])
5045                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5046 }
5047
5048 //==================================================================================
5049
5050 extern cvar_t r_overheadsprites_pushback;
5051
5052 static void R_View_UpdateEntityLighting (void)
5053 {
5054         int i;
5055         entity_render_t *ent;
5056         vec3_t tempdiffusenormal, avg;
5057         vec_t f, fa, fd, fdd;
5058         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5059
5060         for (i = 0;i < r_refdef.scene.numentities;i++)
5061         {
5062                 ent = r_refdef.scene.entities[i];
5063
5064                 // skip unseen models
5065                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5066                         continue;
5067
5068                 // skip bsp models
5069                 if (ent->model && ent->model == cl.worldmodel)
5070                 {
5071                         // TODO: use modellight for r_ambient settings on world?
5072                         VectorSet(ent->modellight_ambient, 0, 0, 0);
5073                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
5074                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
5075                         continue;
5076                 }
5077                 
5078                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5079                 {
5080                         // aleady updated by CSQC
5081                         // TODO: force modellight on BSP models in this case?
5082                         VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
5083                 }
5084                 else
5085                 {
5086                         // fetch the lighting from the worldmodel data
5087                         VectorClear(ent->modellight_ambient);
5088                         VectorClear(ent->modellight_diffuse);
5089                         VectorClear(tempdiffusenormal);
5090                         if (ent->flags & RENDER_LIGHT)
5091                         {
5092                                 vec3_t org;
5093                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5094
5095                                 // complete lightning for lit sprites
5096                                 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5097                                 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5098                                 {
5099                                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5100                                                 org[2] = org[2] + r_overheadsprites_pushback.value;
5101                                         R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102                                 }
5103                                 else
5104                                         R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5105
5106                                 if(ent->flags & RENDER_EQUALIZE)
5107                                 {
5108                                         // first fix up ambient lighting...
5109                                         if(r_equalize_entities_minambient.value > 0)
5110                                         {
5111                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5112                                                 if(fd > 0)
5113                                                 {
5114                                                         fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5115                                                         if(fa < r_equalize_entities_minambient.value * fd)
5116                                                         {
5117                                                                 // solve:
5118                                                                 //   fa'/fd' = minambient
5119                                                                 //   fa'+0.25*fd' = fa+0.25*fd
5120                                                                 //   ...
5121                                                                 //   fa' = fd' * minambient
5122                                                                 //   fd'*(0.25+minambient) = fa+0.25*fd
5123                                                                 //   ...
5124                                                                 //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5125                                                                 //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5126                                                                 //   ...
5127                                                                 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5128                                                                 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
5129                                                                 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5130                                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5131                                                         }
5132                                                 }
5133                                         }
5134
5135                                         if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5136                                         {
5137                                                 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5138                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5139                                                 f = fa + 0.25 * fd;
5140                                                 if(f > 0)
5141                                                 {
5142                                                         // adjust brightness and saturation to target
5143                                                         avg[0] = avg[1] = avg[2] = fa / f;
5144                                                         VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5145                                                         avg[0] = avg[1] = avg[2] = fd / f;
5146                                                         VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5147                                                 }
5148                                         }
5149                                 }
5150                         }
5151                         else // highly rare
5152                                 VectorSet(ent->modellight_ambient, 1, 1, 1);
5153                 }
5154
5155                 // move the light direction into modelspace coordinates for lighting code
5156                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5157                 if(VectorLength2(ent->modellight_lightdir) == 0)
5158                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5159                 VectorNormalize(ent->modellight_lightdir);
5160         }
5161 }
5162
5163 #define MAX_LINEOFSIGHTTRACES 64
5164
5165 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5166 {
5167         int i;
5168         vec3_t boxmins, boxmaxs;
5169         vec3_t start;
5170         vec3_t end;
5171         dp_model_t *model = r_refdef.scene.worldmodel;
5172
5173         if (!model || !model->brush.TraceLineOfSight)
5174                 return true;
5175
5176         // expand the box a little
5177         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5178         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5179         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5180         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5181         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5182         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5183
5184         // return true if eye is inside enlarged box
5185         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5186                 return true;
5187
5188         // try center
5189         VectorCopy(eye, start);
5190         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5191         if (model->brush.TraceLineOfSight(model, start, end))
5192                 return true;
5193
5194         // try various random positions
5195         for (i = 0;i < numsamples;i++)
5196         {
5197                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5198                 if (model->brush.TraceLineOfSight(model, start, end))
5199                         return true;
5200         }
5201
5202         return false;
5203 }
5204
5205
5206 static void R_View_UpdateEntityVisible (void)
5207 {
5208         int i;
5209         int renderimask;
5210         int samples;
5211         entity_render_t *ent;
5212
5213         if (r_refdef.envmap || r_fb.water.hideplayer)
5214                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5215         else if (chase_active.integer || r_fb.water.renderingscene)
5216                 renderimask = RENDER_VIEWMODEL;
5217         else
5218                 renderimask = RENDER_EXTERIORMODEL;
5219         if (!r_drawviewmodel.integer)
5220                 renderimask |= RENDER_VIEWMODEL;
5221         if (!r_drawexteriormodel.integer)
5222                 renderimask |= RENDER_EXTERIORMODEL;
5223         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5224         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5225         {
5226                 // worldmodel can check visibility
5227                 for (i = 0;i < r_refdef.scene.numentities;i++)
5228                 {
5229                         ent = r_refdef.scene.entities[i];
5230                         if (!(ent->flags & renderimask))
5231                         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)))
5232                         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))
5233                                 r_refdef.viewcache.entityvisible[i] = true;
5234                 }
5235         }
5236         else
5237         {
5238                 // no worldmodel or it can't check visibility
5239                 for (i = 0;i < r_refdef.scene.numentities;i++)
5240                 {
5241                         ent = r_refdef.scene.entities[i];
5242                         if (!(ent->flags & renderimask))
5243                         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)))
5244                                 r_refdef.viewcache.entityvisible[i] = true;
5245                 }
5246         }
5247         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5248                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5249         {
5250                 for (i = 0;i < r_refdef.scene.numentities;i++)
5251                 {
5252                         if (!r_refdef.viewcache.entityvisible[i])
5253                                 continue;
5254                         ent = r_refdef.scene.entities[i];
5255                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5256                         {
5257                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5258                                 if (samples < 0)
5259                                         continue; // temp entities do pvs only
5260                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5261                                         ent->last_trace_visibility = realtime;
5262                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5263                                         r_refdef.viewcache.entityvisible[i] = 0;
5264                         }
5265                 }
5266         }
5267 }
5268
5269 /// only used if skyrendermasked, and normally returns false
5270 static int R_DrawBrushModelsSky (void)
5271 {
5272         int i, sky;
5273         entity_render_t *ent;
5274
5275         sky = false;
5276         for (i = 0;i < r_refdef.scene.numentities;i++)
5277         {
5278                 if (!r_refdef.viewcache.entityvisible[i])
5279                         continue;
5280                 ent = r_refdef.scene.entities[i];
5281                 if (!ent->model || !ent->model->DrawSky)
5282                         continue;
5283                 ent->model->DrawSky(ent);
5284                 sky = true;
5285         }
5286         return sky;
5287 }
5288
5289 static void R_DrawNoModel(entity_render_t *ent);
5290 static void R_DrawModels(void)
5291 {
5292         int i;
5293         entity_render_t *ent;
5294
5295         for (i = 0;i < r_refdef.scene.numentities;i++)
5296         {
5297                 if (!r_refdef.viewcache.entityvisible[i])
5298                         continue;
5299                 ent = r_refdef.scene.entities[i];
5300                 r_refdef.stats[r_stat_entities]++;
5301                 /*
5302                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5303                 {
5304                         vec3_t f, l, u, o;
5305                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5306                         Con_Printf("R_DrawModels\n");
5307                         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]);
5308                         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);
5309                         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);
5310                 }
5311                 */
5312                 if (ent->model && ent->model->Draw != NULL)
5313                         ent->model->Draw(ent);
5314                 else
5315                         R_DrawNoModel(ent);
5316         }
5317 }
5318
5319 static void R_DrawModelsDepth(void)
5320 {
5321         int i;
5322         entity_render_t *ent;
5323
5324         for (i = 0;i < r_refdef.scene.numentities;i++)
5325         {
5326                 if (!r_refdef.viewcache.entityvisible[i])
5327                         continue;
5328                 ent = r_refdef.scene.entities[i];
5329                 if (ent->model && ent->model->DrawDepth != NULL)
5330                         ent->model->DrawDepth(ent);
5331         }
5332 }
5333
5334 static void R_DrawModelsDebug(void)
5335 {
5336         int i;
5337         entity_render_t *ent;
5338
5339         for (i = 0;i < r_refdef.scene.numentities;i++)
5340         {
5341                 if (!r_refdef.viewcache.entityvisible[i])
5342                         continue;
5343                 ent = r_refdef.scene.entities[i];
5344                 if (ent->model && ent->model->DrawDebug != NULL)
5345                         ent->model->DrawDebug(ent);
5346         }
5347 }
5348
5349 static void R_DrawModelsAddWaterPlanes(void)
5350 {
5351         int i;
5352         entity_render_t *ent;
5353
5354         for (i = 0;i < r_refdef.scene.numentities;i++)
5355         {
5356                 if (!r_refdef.viewcache.entityvisible[i])
5357                         continue;
5358                 ent = r_refdef.scene.entities[i];
5359                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5360                         ent->model->DrawAddWaterPlanes(ent);
5361         }
5362 }
5363
5364 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5365
5366 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5367 {
5368         if (r_hdr_irisadaptation.integer)
5369         {
5370                 vec3_t p;
5371                 vec3_t ambient;
5372                 vec3_t diffuse;
5373                 vec3_t diffusenormal;
5374                 vec3_t forward;
5375                 vec_t brightness = 0.0f;
5376                 vec_t goal;
5377                 vec_t current;
5378                 vec_t d;
5379                 int c;
5380                 VectorCopy(r_refdef.view.forward, forward);
5381                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5382                 {
5383                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5384                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5385                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5386                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5387                         d = DotProduct(forward, diffusenormal);
5388                         brightness += VectorLength(ambient);
5389                         if (d > 0)
5390                                 brightness += d * VectorLength(diffuse);
5391                 }
5392                 brightness *= 1.0f / c;
5393                 brightness += 0.00001f; // make sure it's never zero
5394                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5395                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5396                 current = r_hdr_irisadaptation_value.value;
5397                 if (current < goal)
5398                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5399                 else if (current > goal)
5400                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5401                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5402                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5403         }
5404         else if (r_hdr_irisadaptation_value.value != 1.0f)
5405                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5406 }
5407
5408 static void R_View_SetFrustum(const int *scissor)
5409 {
5410         int i;
5411         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5412         vec3_t forward, left, up, origin, v;
5413
5414         if(scissor)
5415         {
5416                 // flipped x coordinates (because x points left here)
5417                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5418                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5419
5420                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5421                 switch(vid.renderpath)
5422                 {
5423                         case RENDERPATH_D3D9:
5424                         case RENDERPATH_D3D10:
5425                         case RENDERPATH_D3D11:
5426                                 // non-flipped y coordinates
5427                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5428                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5429                                 break;
5430                         case RENDERPATH_SOFT:
5431                         case RENDERPATH_GL11:
5432                         case RENDERPATH_GL13:
5433                         case RENDERPATH_GL20:
5434                         case RENDERPATH_GLES1:
5435                         case RENDERPATH_GLES2:
5436                                 // non-flipped y coordinates
5437                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5438                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5439                                 break;
5440                 }
5441         }
5442
5443         // we can't trust r_refdef.view.forward and friends in reflected scenes
5444         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5445
5446 #if 0
5447         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5448         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5449         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5450         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5451         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5452         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5453         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5454         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5455         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5456         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5457         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5458         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5459 #endif
5460
5461 #if 0
5462         zNear = r_refdef.nearclip;
5463         nudge = 1.0 - 1.0 / (1<<23);
5464         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5465         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5466         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5467         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5468         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5469         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5470         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5471         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5472 #endif
5473
5474
5475
5476 #if 0
5477         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5478         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5479         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5480         r_refdef.view.frustum[0].dist = m[15] - m[12];
5481
5482         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5483         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5484         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5485         r_refdef.view.frustum[1].dist = m[15] + m[12];
5486
5487         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5488         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5489         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5490         r_refdef.view.frustum[2].dist = m[15] - m[13];
5491
5492         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5493         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5494         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5495         r_refdef.view.frustum[3].dist = m[15] + m[13];
5496
5497         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5498         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5499         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5500         r_refdef.view.frustum[4].dist = m[15] - m[14];
5501
5502         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5503         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5504         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5505         r_refdef.view.frustum[5].dist = m[15] + m[14];
5506 #endif
5507
5508         if (r_refdef.view.useperspective)
5509         {
5510                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5511                 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]);
5512                 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]);
5513                 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]);
5514                 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]);
5515
5516                 // then the normals from the corners relative to origin
5517                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5518                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5519                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5520                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5521
5522                 // in a NORMAL view, forward cross left == up
5523                 // in a REFLECTED view, forward cross left == down
5524                 // so our cross products above need to be adjusted for a left handed coordinate system
5525                 CrossProduct(forward, left, v);
5526                 if(DotProduct(v, up) < 0)
5527                 {
5528                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5529                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5530                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5531                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5532                 }
5533
5534                 // Leaving those out was a mistake, those were in the old code, and they
5535                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5536                 // I couldn't reproduce it after adding those normalizations. --blub
5537                 VectorNormalize(r_refdef.view.frustum[0].normal);
5538                 VectorNormalize(r_refdef.view.frustum[1].normal);
5539                 VectorNormalize(r_refdef.view.frustum[2].normal);
5540                 VectorNormalize(r_refdef.view.frustum[3].normal);
5541
5542                 // make the corners absolute
5543                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5544                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5545                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5546                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5547
5548                 // one more normal
5549                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5550
5551                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5552                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5553                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5554                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5555                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5556         }
5557         else
5558         {
5559                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5560                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5561                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5562                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5563                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5564                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5565                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5566                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5567                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5568                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5569         }
5570         r_refdef.view.numfrustumplanes = 5;
5571
5572         if (r_refdef.view.useclipplane)
5573         {
5574                 r_refdef.view.numfrustumplanes = 6;
5575                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5576         }
5577
5578         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5579                 PlaneClassify(r_refdef.view.frustum + i);
5580
5581         // LordHavoc: note to all quake engine coders, Quake had a special case
5582         // for 90 degrees which assumed a square view (wrong), so I removed it,
5583         // Quake2 has it disabled as well.
5584
5585         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5586         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5587         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5588         //PlaneClassify(&frustum[0]);
5589
5590         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5591         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5592         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5593         //PlaneClassify(&frustum[1]);
5594
5595         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5596         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5597         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5598         //PlaneClassify(&frustum[2]);
5599
5600         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5601         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5602         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5603         //PlaneClassify(&frustum[3]);
5604
5605         // nearclip plane
5606         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5607         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5608         //PlaneClassify(&frustum[4]);
5609 }
5610
5611 static void R_View_UpdateWithScissor(const int *myscissor)
5612 {
5613         R_Main_ResizeViewCache();
5614         R_View_SetFrustum(myscissor);
5615         R_View_WorldVisibility(r_refdef.view.useclipplane);
5616         R_View_UpdateEntityVisible();
5617         R_View_UpdateEntityLighting();
5618 }
5619
5620 static void R_View_Update(void)
5621 {
5622         R_Main_ResizeViewCache();
5623         R_View_SetFrustum(NULL);
5624         R_View_WorldVisibility(r_refdef.view.useclipplane);
5625         R_View_UpdateEntityVisible();
5626         R_View_UpdateEntityLighting();
5627 }
5628
5629 float viewscalefpsadjusted = 1.0f;
5630
5631 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5632 {
5633         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5634         scale = bound(0.03125f, scale, 1.0f);
5635         *outwidth = (int)ceil(width * scale);
5636         *outheight = (int)ceil(height * scale);
5637 }
5638
5639 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5640 {
5641         const float *customclipplane = NULL;
5642         float plane[4];
5643         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5644         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5645         {
5646                 // LordHavoc: couldn't figure out how to make this approach the
5647                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5648                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5649                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5650                         dist = r_refdef.view.clipplane.dist;
5651                 plane[0] = r_refdef.view.clipplane.normal[0];
5652                 plane[1] = r_refdef.view.clipplane.normal[1];
5653                 plane[2] = r_refdef.view.clipplane.normal[2];
5654                 plane[3] = -dist;
5655                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5656         }
5657
5658         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5659         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5660
5661         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5662         if (!r_refdef.view.useperspective)
5663                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - 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);
5664         else if (vid.stencil && r_useinfinitefarclip.integer)
5665                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5666         else
5667                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5668         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5669         R_SetViewport(&r_refdef.view.viewport);
5670         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5671         {
5672                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5673                 float screenplane[4];
5674                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5675                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5676                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5677                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5678                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5679         }
5680 }
5681
5682 void R_EntityMatrix(const matrix4x4_t *matrix)
5683 {
5684         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5685         {
5686                 gl_modelmatrixchanged = false;
5687                 gl_modelmatrix = *matrix;
5688                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5689                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5690                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5691                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5692                 CHECKGLERROR
5693                 switch(vid.renderpath)
5694                 {
5695                 case RENDERPATH_D3D9:
5696 #ifdef SUPPORTD3D
5697                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5698                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5699 #endif
5700                         break;
5701                 case RENDERPATH_D3D10:
5702                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5703                         break;
5704                 case RENDERPATH_D3D11:
5705                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5706                         break;
5707                 case RENDERPATH_GL11:
5708                 case RENDERPATH_GL13:
5709                 case RENDERPATH_GLES1:
5710 #ifndef USE_GLES2
5711                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5712 #endif
5713                         break;
5714                 case RENDERPATH_SOFT:
5715                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5716                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5717                         break;
5718                 case RENDERPATH_GL20:
5719                 case RENDERPATH_GLES2:
5720                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5721                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5722                         break;
5723                 }
5724         }
5725 }
5726
5727 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5728 {
5729         r_viewport_t viewport;
5730
5731         CHECKGLERROR
5732
5733         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5734         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, x2, y2, -10, 100, NULL);
5735         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5736         R_SetViewport(&viewport);
5737         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5738         GL_Color(1, 1, 1, 1);
5739         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5740         GL_BlendFunc(GL_ONE, GL_ZERO);
5741         GL_ScissorTest(false);
5742         GL_DepthMask(false);
5743         GL_DepthRange(0, 1);
5744         GL_DepthTest(false);
5745         GL_DepthFunc(GL_LEQUAL);
5746         R_EntityMatrix(&identitymatrix);
5747         R_Mesh_ResetTextureState();
5748         GL_PolygonOffset(0, 0);
5749         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5750         switch(vid.renderpath)
5751         {
5752         case RENDERPATH_GL11:
5753         case RENDERPATH_GL13:
5754         case RENDERPATH_GL20:
5755         case RENDERPATH_GLES1:
5756         case RENDERPATH_GLES2:
5757                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5758                 break;
5759         case RENDERPATH_D3D9:
5760         case RENDERPATH_D3D10:
5761         case RENDERPATH_D3D11:
5762         case RENDERPATH_SOFT:
5763                 break;
5764         }
5765         GL_CullFace(GL_NONE);
5766
5767         CHECKGLERROR
5768 }
5769
5770 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5771 {
5772         DrawQ_Finish();
5773
5774         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5775 }
5776
5777 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5778 {
5779         DrawQ_Finish();
5780
5781         R_SetupView(true, fbo, depthtexture, colortexture);
5782         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5783         GL_Color(1, 1, 1, 1);
5784         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5785         GL_BlendFunc(GL_ONE, GL_ZERO);
5786         GL_ScissorTest(true);
5787         GL_DepthMask(true);
5788         GL_DepthRange(0, 1);
5789         GL_DepthTest(true);
5790         GL_DepthFunc(GL_LEQUAL);
5791         R_EntityMatrix(&identitymatrix);
5792         R_Mesh_ResetTextureState();
5793         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5794         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5795         switch(vid.renderpath)
5796         {
5797         case RENDERPATH_GL11:
5798         case RENDERPATH_GL13:
5799         case RENDERPATH_GL20:
5800         case RENDERPATH_GLES1:
5801         case RENDERPATH_GLES2:
5802                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5803                 break;
5804         case RENDERPATH_D3D9:
5805         case RENDERPATH_D3D10:
5806         case RENDERPATH_D3D11:
5807         case RENDERPATH_SOFT:
5808                 break;
5809         }
5810         GL_CullFace(r_refdef.view.cullface_back);
5811 }
5812
5813 /*
5814 ================
5815 R_RenderView_UpdateViewVectors
5816 ================
5817 */
5818 void R_RenderView_UpdateViewVectors(void)
5819 {
5820         // break apart the view matrix into vectors for various purposes
5821         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5822         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5823         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5824         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5825         // make an inverted copy of the view matrix for tracking sprites
5826         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5827 }
5828
5829 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5830 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5831
5832 static void R_Water_StartFrame(void)
5833 {
5834         int i;
5835         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5836         r_waterstate_waterplane_t *p;
5837         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5838
5839         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5840                 return;
5841
5842         switch(vid.renderpath)
5843         {
5844         case RENDERPATH_GL20:
5845         case RENDERPATH_D3D9:
5846         case RENDERPATH_D3D10:
5847         case RENDERPATH_D3D11:
5848         case RENDERPATH_SOFT:
5849         case RENDERPATH_GLES2:
5850                 break;
5851         case RENDERPATH_GL11:
5852         case RENDERPATH_GL13:
5853         case RENDERPATH_GLES1:
5854                 return;
5855         }
5856
5857         // set waterwidth and waterheight to the water resolution that will be
5858         // used (often less than the screen resolution for faster rendering)
5859         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5860
5861         // calculate desired texture sizes
5862         // can't use water if the card does not support the texture size
5863         if (!r_water.integer || r_showsurfaces.integer)
5864                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5865         else if (vid.support.arb_texture_non_power_of_two)
5866         {
5867                 texturewidth = waterwidth;
5868                 textureheight = waterheight;
5869                 camerawidth = waterwidth;
5870                 cameraheight = waterheight;
5871         }
5872         else
5873         {
5874                 for (texturewidth   = 1;texturewidth     <  waterwidth ;texturewidth   *= 2);
5875                 for (textureheight  = 1;textureheight    <  waterheight;textureheight  *= 2);
5876                 for (camerawidth    = 1;camerawidth  * 2 <= waterwidth ;camerawidth    *= 2);
5877                 for (cameraheight   = 1;cameraheight * 2 <= waterheight;cameraheight   *= 2);
5878         }
5879
5880         // allocate textures as needed
5881         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5882         {
5883                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5884                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5885                 {
5886                         if (p->texture_refraction)
5887                                 R_FreeTexture(p->texture_refraction);
5888                         p->texture_refraction = NULL;
5889                         if (p->fbo_refraction)
5890                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5891                         p->fbo_refraction = 0;
5892                         if (p->texture_reflection)
5893                                 R_FreeTexture(p->texture_reflection);
5894                         p->texture_reflection = NULL;
5895                         if (p->fbo_reflection)
5896                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5897                         p->fbo_reflection = 0;
5898                         if (p->texture_camera)
5899                                 R_FreeTexture(p->texture_camera);
5900                         p->texture_camera = NULL;
5901                         if (p->fbo_camera)
5902                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5903                         p->fbo_camera = 0;
5904                 }
5905                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5906                 r_fb.water.texturewidth = texturewidth;
5907                 r_fb.water.textureheight = textureheight;
5908                 r_fb.water.camerawidth = camerawidth;
5909                 r_fb.water.cameraheight = cameraheight;
5910         }
5911
5912         if (r_fb.water.texturewidth)
5913         {
5914                 int scaledwidth, scaledheight;
5915
5916                 r_fb.water.enabled = true;
5917
5918                 // water resolution is usually reduced
5919                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5920                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5921                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5922
5923                 // set up variables that will be used in shader setup
5924                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5925                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5926                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5927                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5928         }
5929
5930         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5931         r_fb.water.numwaterplanes = 0;
5932 }
5933
5934 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5935 {
5936         int planeindex, bestplaneindex, vertexindex;
5937         vec3_t mins, maxs, normal, center, v, n;
5938         vec_t planescore, bestplanescore;
5939         mplane_t plane;
5940         r_waterstate_waterplane_t *p;
5941         texture_t *t = R_GetCurrentTexture(surface->texture);
5942
5943         rsurface.texture = t;
5944         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5945         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5946         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5947                 return;
5948         // average the vertex normals, find the surface bounds (after deformvertexes)
5949         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5950         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5951         VectorCopy(n, normal);
5952         VectorCopy(v, mins);
5953         VectorCopy(v, maxs);
5954         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5955         {
5956                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5957                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5958                 VectorAdd(normal, n, normal);
5959                 mins[0] = min(mins[0], v[0]);
5960                 mins[1] = min(mins[1], v[1]);
5961                 mins[2] = min(mins[2], v[2]);
5962                 maxs[0] = max(maxs[0], v[0]);
5963                 maxs[1] = max(maxs[1], v[1]);
5964                 maxs[2] = max(maxs[2], v[2]);
5965         }
5966         VectorNormalize(normal);
5967         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5968
5969         VectorCopy(normal, plane.normal);
5970         VectorNormalize(plane.normal);
5971         plane.dist = DotProduct(center, plane.normal);
5972         PlaneClassify(&plane);
5973         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5974         {
5975                 // skip backfaces (except if nocullface is set)
5976 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5977 //                      return;
5978                 VectorNegate(plane.normal, plane.normal);
5979                 plane.dist *= -1;
5980                 PlaneClassify(&plane);
5981         }
5982
5983
5984         // find a matching plane if there is one
5985         bestplaneindex = -1;
5986         bestplanescore = 1048576.0f;
5987         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5988         {
5989                 if(p->camera_entity == t->camera_entity)
5990                 {
5991                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5992                         if (bestplaneindex < 0 || bestplanescore > planescore)
5993                         {
5994                                 bestplaneindex = planeindex;
5995                                 bestplanescore = planescore;
5996                         }
5997                 }
5998         }
5999         planeindex = bestplaneindex;
6000         p = r_fb.water.waterplanes + planeindex;
6001
6002         // if this surface does not fit any known plane rendered this frame, add one
6003         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6004         {
6005                 // store the new plane
6006                 planeindex = r_fb.water.numwaterplanes++;
6007                 p = r_fb.water.waterplanes + planeindex;
6008                 p->plane = plane;
6009                 // clear materialflags and pvs
6010                 p->materialflags = 0;
6011                 p->pvsvalid = false;
6012                 p->camera_entity = t->camera_entity;
6013                 VectorCopy(mins, p->mins);
6014                 VectorCopy(maxs, p->maxs);
6015         }
6016         else
6017         {
6018                 // merge mins/maxs when we're adding this surface to the plane
6019                 p->mins[0] = min(p->mins[0], mins[0]);
6020                 p->mins[1] = min(p->mins[1], mins[1]);
6021                 p->mins[2] = min(p->mins[2], mins[2]);
6022                 p->maxs[0] = max(p->maxs[0], maxs[0]);
6023                 p->maxs[1] = max(p->maxs[1], maxs[1]);
6024                 p->maxs[2] = max(p->maxs[2], maxs[2]);
6025         }
6026         // merge this surface's materialflags into the waterplane
6027         p->materialflags |= t->currentmaterialflags;
6028         if(!(p->materialflags & MATERIALFLAG_CAMERA))
6029         {
6030                 // merge this surface's PVS into the waterplane
6031                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6032                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6033                 {
6034                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6035                         p->pvsvalid = true;
6036                 }
6037         }
6038 }
6039
6040 extern cvar_t r_drawparticles;
6041 extern cvar_t r_drawdecals;
6042
6043 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6044 {
6045         int myscissor[4];
6046         r_refdef_view_t originalview;
6047         r_refdef_view_t myview;
6048         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;
6049         r_waterstate_waterplane_t *p;
6050         vec3_t visorigin;
6051         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6052         char vabuf[1024];
6053
6054         originalview = r_refdef.view;
6055
6056         // lowquality hack, temporarily shut down some cvars and restore afterwards
6057         qualityreduction = r_water_lowquality.integer;
6058         if (qualityreduction > 0)
6059         {
6060                 if (qualityreduction >= 1)
6061                 {
6062                         old_r_shadows = r_shadows.integer;
6063                         old_r_worldrtlight = r_shadow_realtime_world.integer;
6064                         old_r_dlight = r_shadow_realtime_dlight.integer;
6065                         Cvar_SetValueQuick(&r_shadows, 0);
6066                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6067                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6068                 }
6069                 if (qualityreduction >= 2)
6070                 {
6071                         old_r_dynamic = r_dynamic.integer;
6072                         old_r_particles = r_drawparticles.integer;
6073                         old_r_decals = r_drawdecals.integer;
6074                         Cvar_SetValueQuick(&r_dynamic, 0);
6075                         Cvar_SetValueQuick(&r_drawparticles, 0);
6076                         Cvar_SetValueQuick(&r_drawdecals, 0);
6077                 }
6078         }
6079
6080         // make sure enough textures are allocated
6081         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6082         {
6083                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6084                 {
6085                         if (!p->texture_refraction)
6086                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6087                         if (!p->texture_refraction)
6088                                 goto error;
6089                         if (usewaterfbo)
6090                         {
6091                                 if (r_fb.water.depthtexture == NULL)
6092                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6093                                 if (p->fbo_refraction == 0)
6094                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6095                         }
6096                 }
6097                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6098                 {
6099                         if (!p->texture_camera)
6100                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6101                         if (!p->texture_camera)
6102                                 goto error;
6103                         if (usewaterfbo)
6104                         {
6105                                 if (r_fb.water.depthtexture == NULL)
6106                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6107                                 if (p->fbo_camera == 0)
6108                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6109                         }
6110                 }
6111
6112                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6113                 {
6114                         if (!p->texture_reflection)
6115                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6116                         if (!p->texture_reflection)
6117                                 goto error;
6118                         if (usewaterfbo)
6119                         {
6120                                 if (r_fb.water.depthtexture == NULL)
6121                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6122                                 if (p->fbo_reflection == 0)
6123                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6124                         }
6125                 }
6126         }
6127
6128         // render views
6129         r_refdef.view = originalview;
6130         r_refdef.view.showdebug = false;
6131         r_refdef.view.width = r_fb.water.waterwidth;
6132         r_refdef.view.height = r_fb.water.waterheight;
6133         r_refdef.view.useclipplane = true;
6134         myview = r_refdef.view;
6135         r_fb.water.renderingscene = true;
6136         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6137         {
6138                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6139                 {
6140                         r_refdef.view = myview;
6141                         if(r_water_scissormode.integer)
6142                         {
6143                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6144                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6145                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6146                         }
6147
6148                         // render reflected scene and copy into texture
6149                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6150                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6151                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6152                         r_refdef.view.clipplane = p->plane;
6153                         // reverse the cullface settings for this render
6154                         r_refdef.view.cullface_front = GL_FRONT;
6155                         r_refdef.view.cullface_back = GL_BACK;
6156                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6157                         {
6158                                 r_refdef.view.usecustompvs = true;
6159                                 if (p->pvsvalid)
6160                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6161                                 else
6162                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6163                         }
6164
6165                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6166                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6167                         R_ClearScreen(r_refdef.fogenabled);
6168                         if(r_water_scissormode.integer & 2)
6169                                 R_View_UpdateWithScissor(myscissor);
6170                         else
6171                                 R_View_Update();
6172                         R_AnimCache_CacheVisibleEntities();
6173                         if(r_water_scissormode.integer & 1)
6174                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6175                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6176
6177                         if (!p->fbo_reflection)
6178                                 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);
6179                         r_fb.water.hideplayer = false;
6180                 }
6181
6182                 // render the normal view scene and copy into texture
6183                 // (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)
6184                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6185                 {
6186                         r_refdef.view = myview;
6187                         if(r_water_scissormode.integer)
6188                         {
6189                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6190                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6191                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6192                         }
6193
6194                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6195
6196                         r_refdef.view.clipplane = p->plane;
6197                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6198                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6199
6200                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6201                         {
6202                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6203                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6204                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6205                                 R_RenderView_UpdateViewVectors();
6206                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6207                                 {
6208                                         r_refdef.view.usecustompvs = true;
6209                                         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);
6210                                 }
6211                         }
6212
6213                         PlaneClassify(&r_refdef.view.clipplane);
6214
6215                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6216                         R_ClearScreen(r_refdef.fogenabled);
6217                         if(r_water_scissormode.integer & 2)
6218                                 R_View_UpdateWithScissor(myscissor);
6219                         else
6220                                 R_View_Update();
6221                         R_AnimCache_CacheVisibleEntities();
6222                         if(r_water_scissormode.integer & 1)
6223                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6224                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6225
6226                         if (!p->fbo_refraction)
6227                                 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);
6228                         r_fb.water.hideplayer = false;
6229                 }
6230                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6231                 {
6232                         r_refdef.view = myview;
6233
6234                         r_refdef.view.clipplane = p->plane;
6235                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6236                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6237
6238                         r_refdef.view.width = r_fb.water.camerawidth;
6239                         r_refdef.view.height = r_fb.water.cameraheight;
6240                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6241                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6242                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6243                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6244
6245                         if(p->camera_entity)
6246                         {
6247                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6248                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6249                         }
6250
6251                         // note: all of the view is used for displaying... so
6252                         // there is no use in scissoring
6253
6254                         // reverse the cullface settings for this render
6255                         r_refdef.view.cullface_front = GL_FRONT;
6256                         r_refdef.view.cullface_back = GL_BACK;
6257                         // also reverse the view matrix
6258                         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
6259                         R_RenderView_UpdateViewVectors();
6260                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6261                         {
6262                                 r_refdef.view.usecustompvs = true;
6263                                 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);
6264                         }
6265                         
6266                         // camera needs no clipplane
6267                         r_refdef.view.useclipplane = false;
6268
6269                         PlaneClassify(&r_refdef.view.clipplane);
6270
6271                         r_fb.water.hideplayer = false;
6272
6273                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6274                         R_ClearScreen(r_refdef.fogenabled);
6275                         R_View_Update();
6276                         R_AnimCache_CacheVisibleEntities();
6277                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6278
6279                         if (!p->fbo_camera)
6280                                 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);
6281                         r_fb.water.hideplayer = false;
6282                 }
6283
6284         }
6285         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6286         r_fb.water.renderingscene = false;
6287         r_refdef.view = originalview;
6288         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6289         if (!r_fb.water.depthtexture)
6290                 R_ClearScreen(r_refdef.fogenabled);
6291         R_View_Update();
6292         R_AnimCache_CacheVisibleEntities();
6293         goto finish;
6294 error:
6295         r_refdef.view = originalview;
6296         r_fb.water.renderingscene = false;
6297         Cvar_SetValueQuick(&r_water, 0);
6298         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
6299 finish:
6300         // lowquality hack, restore cvars
6301         if (qualityreduction > 0)
6302         {
6303                 if (qualityreduction >= 1)
6304                 {
6305                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6306                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6307                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6308                 }
6309                 if (qualityreduction >= 2)
6310                 {
6311                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6312                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6313                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6314                 }
6315         }
6316 }
6317
6318 static void R_Bloom_StartFrame(void)
6319 {
6320         int i;
6321         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6322         int viewwidth, viewheight;
6323         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6324         textype_t textype = TEXTYPE_COLORBUFFER;
6325
6326         switch (vid.renderpath)
6327         {
6328         case RENDERPATH_GL20:
6329                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6330                 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6331                 {
6332                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6333                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6334                 }
6335                 break;
6336         case RENDERPATH_GL11:
6337         case RENDERPATH_GL13:
6338         case RENDERPATH_GLES1:
6339         case RENDERPATH_GLES2:
6340         case RENDERPATH_D3D9:
6341         case RENDERPATH_D3D10:
6342         case RENDERPATH_D3D11:
6343                 r_fb.usedepthtextures = false;
6344                 break;
6345         case RENDERPATH_SOFT:
6346                 r_fb.usedepthtextures = true;
6347                 break;
6348         }
6349
6350         if (r_viewscale_fpsscaling.integer)
6351         {
6352                 double actualframetime;
6353                 double targetframetime;
6354                 double adjust;
6355                 actualframetime = r_refdef.lastdrawscreentime;
6356                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6357                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6358                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6359                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6360                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6361                 viewscalefpsadjusted += adjust;
6362                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6363         }
6364         else
6365                 viewscalefpsadjusted = 1.0f;
6366
6367         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6368
6369         switch(vid.renderpath)
6370         {
6371         case RENDERPATH_GL20:
6372         case RENDERPATH_D3D9:
6373         case RENDERPATH_D3D10:
6374         case RENDERPATH_D3D11:
6375         case RENDERPATH_SOFT:
6376         case RENDERPATH_GLES2:
6377                 break;
6378         case RENDERPATH_GL11:
6379         case RENDERPATH_GL13:
6380         case RENDERPATH_GLES1:
6381                 return;
6382         }
6383
6384         // set bloomwidth and bloomheight to the bloom resolution that will be
6385         // used (often less than the screen resolution for faster rendering)
6386         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6387         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6388         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6389         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6390         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6391
6392         // calculate desired texture sizes
6393         if (vid.support.arb_texture_non_power_of_two)
6394         {
6395                 screentexturewidth = vid.width;
6396                 screentextureheight = vid.height;
6397                 bloomtexturewidth = r_fb.bloomwidth;
6398                 bloomtextureheight = r_fb.bloomheight;
6399         }
6400         else
6401         {
6402                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6403                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6404                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6405                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6406         }
6407
6408         if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6409         {
6410                 Cvar_SetValueQuick(&r_bloom, 0);
6411                 Cvar_SetValueQuick(&r_motionblur, 0);
6412                 Cvar_SetValueQuick(&r_damageblur, 0);
6413         }
6414
6415         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6416          && !r_bloom.integer
6417          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6418          && !useviewfbo
6419          && r_viewscale.value == 1.0f
6420          && !r_viewscale_fpsscaling.integer)
6421                 screentexturewidth = screentextureheight = 0;
6422         if (!r_bloom.integer)
6423                 bloomtexturewidth = bloomtextureheight = 0;
6424
6425         // allocate textures as needed
6426         if (r_fb.screentexturewidth != screentexturewidth
6427          || r_fb.screentextureheight != screentextureheight
6428          || r_fb.bloomtexturewidth != bloomtexturewidth
6429          || r_fb.bloomtextureheight != bloomtextureheight
6430          || r_fb.textype != textype
6431          || useviewfbo != (r_fb.fbo != 0))
6432         {
6433                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6434                 {
6435                         if (r_fb.bloomtexture[i])
6436                                 R_FreeTexture(r_fb.bloomtexture[i]);
6437                         r_fb.bloomtexture[i] = NULL;
6438
6439                         if (r_fb.bloomfbo[i])
6440                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6441                         r_fb.bloomfbo[i] = 0;
6442                 }
6443
6444                 if (r_fb.fbo)
6445                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6446                 r_fb.fbo = 0;
6447
6448                 if (r_fb.colortexture)
6449                         R_FreeTexture(r_fb.colortexture);
6450                 r_fb.colortexture = NULL;
6451
6452                 if (r_fb.depthtexture)
6453                         R_FreeTexture(r_fb.depthtexture);
6454                 r_fb.depthtexture = NULL;
6455
6456                 if (r_fb.ghosttexture)
6457                         R_FreeTexture(r_fb.ghosttexture);
6458                 r_fb.ghosttexture = NULL;
6459
6460                 r_fb.screentexturewidth = screentexturewidth;
6461                 r_fb.screentextureheight = screentextureheight;
6462                 r_fb.bloomtexturewidth = bloomtexturewidth;
6463                 r_fb.bloomtextureheight = bloomtextureheight;
6464                 r_fb.textype = textype;
6465
6466                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6467                 {
6468                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6469                                 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6470                         r_fb.ghosttexture_valid = false;
6471                         r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6472                         if (useviewfbo)
6473                         {
6474                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6475                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6476                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6477                         }
6478                 }
6479
6480                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6481                 {
6482                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6483                         {
6484                                 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6485                                 if (useviewfbo)
6486                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6487                         }
6488                 }
6489         }
6490
6491         // bloom texture is a different resolution
6492         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6493         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6494         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6495         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6496         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6497
6498         // set up a texcoord array for the full resolution screen image
6499         // (we have to keep this around to copy back during final render)
6500         r_fb.screentexcoord2f[0] = 0;
6501         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6502         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6503         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6504         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6505         r_fb.screentexcoord2f[5] = 0;
6506         r_fb.screentexcoord2f[6] = 0;
6507         r_fb.screentexcoord2f[7] = 0;
6508
6509         if(r_fb.fbo) 
6510         {
6511                 for (i = 1;i < 8;i += 2)
6512                 {
6513                         r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6514                 }
6515         }
6516
6517         // set up a texcoord array for the reduced resolution bloom image
6518         // (which will be additive blended over the screen image)
6519         r_fb.bloomtexcoord2f[0] = 0;
6520         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6521         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6522         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6523         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6524         r_fb.bloomtexcoord2f[5] = 0;
6525         r_fb.bloomtexcoord2f[6] = 0;
6526         r_fb.bloomtexcoord2f[7] = 0;
6527
6528         switch(vid.renderpath)
6529         {
6530         case RENDERPATH_GL11:
6531         case RENDERPATH_GL13:
6532         case RENDERPATH_GL20:
6533         case RENDERPATH_SOFT:
6534         case RENDERPATH_GLES1:
6535         case RENDERPATH_GLES2:
6536                 break;
6537         case RENDERPATH_D3D9:
6538         case RENDERPATH_D3D10:
6539         case RENDERPATH_D3D11:
6540                 for (i = 0;i < 4;i++)
6541                 {
6542                         r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6543                         r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6544                         r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6545                         r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6546                 }
6547                 break;
6548         }
6549
6550         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6551
6552         if (r_fb.fbo)
6553                 r_refdef.view.clear = true;
6554 }
6555
6556 static void R_Bloom_MakeTexture(void)
6557 {
6558         int x, range, dir;
6559         float xoffset, yoffset, r, brighten;
6560         rtexture_t *intex;
6561         float colorscale = r_bloom_colorscale.value;
6562
6563         r_refdef.stats[r_stat_bloom]++;
6564     
6565 #if 0
6566     // this copy is unnecessary since it happens in R_BlendView already
6567         if (!r_fb.fbo)
6568         {
6569                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6570                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6571         }
6572 #endif
6573
6574         // scale down screen texture to the bloom texture size
6575         CHECKGLERROR
6576         r_fb.bloomindex = 0;
6577         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6578         R_SetViewport(&r_fb.bloomviewport);
6579         GL_DepthTest(false);
6580         GL_BlendFunc(GL_ONE, GL_ZERO);
6581         GL_Color(colorscale, colorscale, colorscale, 1);
6582         // 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...
6583         switch(vid.renderpath)
6584         {
6585         case RENDERPATH_GL11:
6586         case RENDERPATH_GL13:
6587         case RENDERPATH_GL20:
6588         case RENDERPATH_GLES1:
6589         case RENDERPATH_GLES2:
6590         case RENDERPATH_SOFT:
6591                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6592                 break;
6593         case RENDERPATH_D3D9:
6594         case RENDERPATH_D3D10:
6595         case RENDERPATH_D3D11:
6596                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6597                 break;
6598         }
6599         // TODO: do boxfilter scale-down in shader?
6600         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6601         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6602         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6603
6604         // we now have a properly scaled bloom image
6605         if (!r_fb.bloomfbo[r_fb.bloomindex])
6606         {
6607                 // copy it into the bloom texture
6608                 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6609                 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6610         }
6611
6612         // multiply bloom image by itself as many times as desired
6613         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6614         {
6615                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6616                 r_fb.bloomindex ^= 1;
6617                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6618                 x *= 2;
6619                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6620                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6621                 {
6622                         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6623                         GL_Color(r,r,r,1); // apply fix factor
6624                 }
6625                 else
6626                 {
6627                         if(x <= 2)
6628                                 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6629                         GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6630                         GL_Color(1,1,1,1); // no fix factor supported here
6631                 }
6632                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6633                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6634                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6635                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6636
6637                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6638                 {
6639                         // copy the darkened image to a texture
6640                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6641                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6642                 }
6643         }
6644
6645         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6646         brighten = r_bloom_brighten.value;
6647         brighten = sqrt(brighten);
6648         if(range >= 1)
6649                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6650
6651         for (dir = 0;dir < 2;dir++)
6652         {
6653                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6654                 r_fb.bloomindex ^= 1;
6655                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6656                 // blend on at multiple vertical offsets to achieve a vertical blur
6657                 // TODO: do offset blends using GLSL
6658                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6659                 GL_BlendFunc(GL_ONE, GL_ZERO);
6660                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6661                 for (x = -range;x <= range;x++)
6662                 {
6663                         if (!dir){xoffset = 0;yoffset = x;}
6664                         else {xoffset = x;yoffset = 0;}
6665                         xoffset /= (float)r_fb.bloomtexturewidth;
6666                         yoffset /= (float)r_fb.bloomtextureheight;
6667                         // compute a texcoord array with the specified x and y offset
6668                         r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6669                         r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6670                         r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6671                         r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6672                         r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6673                         r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6674                         r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6675                         r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6676                         // this r value looks like a 'dot' particle, fading sharply to
6677                         // black at the edges
6678                         // (probably not realistic but looks good enough)
6679                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6680                         //r = brighten/(range*2+1);
6681                         r = brighten / (range * 2 + 1);
6682                         if(range >= 1)
6683                                 r *= (1 - x*x/(float)(range*range));
6684                         GL_Color(r, r, r, 1);
6685                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6686                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6687                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6688                         GL_BlendFunc(GL_ONE, GL_ONE);
6689                 }
6690
6691                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6692                 {
6693                         // copy the vertically or horizontally blurred bloom view to a texture
6694                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6695                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6696                 }
6697         }
6698 }
6699
6700 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6701 {
6702         unsigned int permutation;
6703         float uservecs[4][4];
6704
6705         R_EntityMatrix(&identitymatrix);
6706
6707         switch (vid.renderpath)
6708         {
6709         case RENDERPATH_GL20:
6710         case RENDERPATH_D3D9:
6711         case RENDERPATH_D3D10:
6712         case RENDERPATH_D3D11:
6713         case RENDERPATH_SOFT:
6714         case RENDERPATH_GLES2:
6715                 permutation =
6716                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6717                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6718                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6719                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6720                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6721
6722                 if (r_fb.colortexture)
6723                 {
6724                         if (!r_fb.fbo)
6725                         {
6726                                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6727                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6728                         }
6729
6730                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6731                         {
6732                                 // declare variables
6733                                 float blur_factor, blur_mouseaccel, blur_velocity;
6734                                 static float blur_average; 
6735                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6736
6737                                 // set a goal for the factoring
6738                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6739                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6740                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6741                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6742                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6743                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6744
6745                                 // from the goal, pick an averaged value between goal and last value
6746                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6747                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6748
6749                                 // enforce minimum amount of blur 
6750                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6751
6752                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6753
6754                                 // calculate values into a standard alpha
6755                                 cl.motionbluralpha = 1 - exp(-
6756                                                 (
6757                                                  (r_motionblur.value * blur_factor / 80)
6758                                                  +
6759                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6760                                                 )
6761                                                 /
6762                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6763                                           );
6764
6765                                 // randomization for the blur value to combat persistent ghosting
6766                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6767                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6768
6769                                 // apply the blur
6770                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6771                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6772                                 {
6773                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6774                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6775                                         switch(vid.renderpath)
6776                                         {
6777                                         case RENDERPATH_GL11:
6778                                         case RENDERPATH_GL13:
6779                                         case RENDERPATH_GL20:
6780                                         case RENDERPATH_GLES1:
6781                                         case RENDERPATH_GLES2:
6782                                         case RENDERPATH_SOFT:
6783                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6784                                                 break;
6785                                         case RENDERPATH_D3D9:
6786                                         case RENDERPATH_D3D10:
6787                                         case RENDERPATH_D3D11:
6788                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6789                                                 break;
6790                                         }
6791                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6792                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6793                                         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6794                                 }
6795
6796                                 // updates old view angles for next pass
6797                                 VectorCopy(cl.viewangles, blur_oldangles);
6798
6799                                 // copy view into the ghost texture
6800                                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6801                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6802                                 r_fb.ghosttexture_valid = true;
6803                         }
6804                 }
6805                 else
6806                 {
6807                         // no r_fb.colortexture means we're rendering to the real fb
6808                         // we may still have to do view tint...
6809                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6810                         {
6811                                 // apply a color tint to the whole view
6812                                 R_ResetViewRendering2D(0, NULL, NULL);
6813                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6814                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6815                                 R_SetupShader_Generic_NoTexture(false, true);
6816                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6817                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6818                         }
6819                         break; // no screen processing, no bloom, skip it
6820                 }
6821
6822                 if (r_fb.bloomtexture[0])
6823                 {
6824                         // make the bloom texture
6825                         R_Bloom_MakeTexture();
6826                 }
6827
6828 #if _MSC_VER >= 1400
6829 #define sscanf sscanf_s
6830 #endif
6831                 memset(uservecs, 0, sizeof(uservecs));
6832                 if (r_glsl_postprocess_uservec1_enable.integer)
6833                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6834                 if (r_glsl_postprocess_uservec2_enable.integer)
6835                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6836                 if (r_glsl_postprocess_uservec3_enable.integer)
6837                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6838                 if (r_glsl_postprocess_uservec4_enable.integer)
6839                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6840
6841                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6842                 GL_Color(1, 1, 1, 1);
6843                 GL_BlendFunc(GL_ONE, GL_ZERO);
6844
6845                 switch(vid.renderpath)
6846                 {
6847                 case RENDERPATH_GL20:
6848                 case RENDERPATH_GLES2:
6849                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6850                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6851                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6852                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6853                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6854                         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]);
6855                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6856                         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]);
6857                         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]);
6858                         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]);
6859                         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]);
6860                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6861                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6862                         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);
6863                         break;
6864                 case RENDERPATH_D3D9:
6865 #ifdef SUPPORTD3D
6866                         // 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...
6867                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6868                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6869                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6870                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6871                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6872                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6873                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6874                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6875                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6876                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6877                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6878                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6879                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6880                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6881 #endif
6882                         break;
6883                 case RENDERPATH_D3D10:
6884                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6885                         break;
6886                 case RENDERPATH_D3D11:
6887                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6888                         break;
6889                 case RENDERPATH_SOFT:
6890                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6891                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6892                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6893                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6894                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6895                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6896                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6897                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6898                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6899                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6900                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6901                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6902                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6903                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6904                         break;
6905                 default:
6906                         break;
6907                 }
6908                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6909                 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6910                 break;
6911         case RENDERPATH_GL11:
6912         case RENDERPATH_GL13:
6913         case RENDERPATH_GLES1:
6914                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6915                 {
6916                         // apply a color tint to the whole view
6917                         R_ResetViewRendering2D(0, NULL, NULL);
6918                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6919                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6920                         R_SetupShader_Generic_NoTexture(false, true);
6921                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6922                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6923                 }
6924                 break;
6925         }
6926 }
6927
6928 matrix4x4_t r_waterscrollmatrix;
6929
6930 void R_UpdateFog(void)
6931 {
6932         // Nehahra fog
6933         if (gamemode == GAME_NEHAHRA)
6934         {
6935                 if (gl_fogenable.integer)
6936                 {
6937                         r_refdef.oldgl_fogenable = true;
6938                         r_refdef.fog_density = gl_fogdensity.value;
6939                         r_refdef.fog_red = gl_fogred.value;
6940                         r_refdef.fog_green = gl_foggreen.value;
6941                         r_refdef.fog_blue = gl_fogblue.value;
6942                         r_refdef.fog_alpha = 1;
6943                         r_refdef.fog_start = 0;
6944                         r_refdef.fog_end = gl_skyclip.value;
6945                         r_refdef.fog_height = 1<<30;
6946                         r_refdef.fog_fadedepth = 128;
6947                 }
6948                 else if (r_refdef.oldgl_fogenable)
6949                 {
6950                         r_refdef.oldgl_fogenable = false;
6951                         r_refdef.fog_density = 0;
6952                         r_refdef.fog_red = 0;
6953                         r_refdef.fog_green = 0;
6954                         r_refdef.fog_blue = 0;
6955                         r_refdef.fog_alpha = 0;
6956                         r_refdef.fog_start = 0;
6957                         r_refdef.fog_end = 0;
6958                         r_refdef.fog_height = 1<<30;
6959                         r_refdef.fog_fadedepth = 128;
6960                 }
6961         }
6962
6963         // fog parms
6964         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6965         r_refdef.fog_start = max(0, r_refdef.fog_start);
6966         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6967
6968         if (r_refdef.fog_density && r_drawfog.integer)
6969         {
6970                 r_refdef.fogenabled = true;
6971                 // this is the point where the fog reaches 0.9986 alpha, which we
6972                 // consider a good enough cutoff point for the texture
6973                 // (0.9986 * 256 == 255.6)
6974                 if (r_fog_exp2.integer)
6975                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6976                 else
6977                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6978                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6979                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6980                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6981                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6982                         R_BuildFogHeightTexture();
6983                 // fog color was already set
6984                 // update the fog texture
6985                 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)
6986                         R_BuildFogTexture();
6987                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6988                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6989         }
6990         else
6991                 r_refdef.fogenabled = false;
6992
6993         // fog color
6994         if (r_refdef.fog_density)
6995         {
6996                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6997                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6998                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6999
7000                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7001                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7002                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7003                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7004
7005                 {
7006                         vec3_t fogvec;
7007                         VectorCopy(r_refdef.fogcolor, fogvec);
7008                         //   color.rgb *= ContrastBoost * SceneBrightness;
7009                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7010                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7011                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7012                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7013                 }
7014         }
7015 }
7016
7017 void R_UpdateVariables(void)
7018 {
7019         R_Textures_Frame();
7020
7021         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7022
7023         r_refdef.farclip = r_farclip_base.value;
7024         if (r_refdef.scene.worldmodel)
7025                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7026         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7027
7028         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7029                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7030         r_refdef.polygonfactor = 0;
7031         r_refdef.polygonoffset = 0;
7032         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7033         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7034
7035         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7036         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7037         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7038         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7039         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7040         if (FAKELIGHT_ENABLED)
7041         {
7042                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7043         }
7044         else if (r_refdef.scene.worldmodel)
7045         {
7046                 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7047         }
7048         if (r_showsurfaces.integer)
7049         {
7050                 r_refdef.scene.rtworld = false;
7051                 r_refdef.scene.rtworldshadows = false;
7052                 r_refdef.scene.rtdlight = false;
7053                 r_refdef.scene.rtdlightshadows = false;
7054                 r_refdef.lightmapintensity = 0;
7055         }
7056
7057         r_gpuskeletal = false;
7058         switch(vid.renderpath)
7059         {
7060         case RENDERPATH_GL20:
7061                 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7062         case RENDERPATH_D3D9:
7063         case RENDERPATH_D3D10:
7064         case RENDERPATH_D3D11:
7065         case RENDERPATH_SOFT:
7066         case RENDERPATH_GLES2:
7067                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7068                 {
7069                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7070                         {
7071                                 // build GLSL gamma texture
7072 #define RAMPWIDTH 256
7073                                 unsigned short ramp[RAMPWIDTH * 3];
7074                                 unsigned char rampbgr[RAMPWIDTH][4];
7075                                 int i;
7076
7077                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7078
7079                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7080                                 for(i = 0; i < RAMPWIDTH; ++i)
7081                                 {
7082                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7083                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7084                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7085                                         rampbgr[i][3] = 0;
7086                                 }
7087                                 if (r_texture_gammaramps)
7088                                 {
7089                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7090                                 }
7091                                 else
7092                                 {
7093                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7094                                 }
7095                         }
7096                 }
7097                 else
7098                 {
7099                         // remove GLSL gamma texture
7100                 }
7101                 break;
7102         case RENDERPATH_GL11:
7103         case RENDERPATH_GL13:
7104         case RENDERPATH_GLES1:
7105                 break;
7106         }
7107 }
7108
7109 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7110 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7111 /*
7112 ================
7113 R_SelectScene
7114 ================
7115 */
7116 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7117         if( scenetype != r_currentscenetype ) {
7118                 // store the old scenetype
7119                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7120                 r_currentscenetype = scenetype;
7121                 // move in the new scene
7122                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7123         }
7124 }
7125
7126 /*
7127 ================
7128 R_GetScenePointer
7129 ================
7130 */
7131 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7132 {
7133         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7134         if( scenetype == r_currentscenetype ) {
7135                 return &r_refdef.scene;
7136         } else {
7137                 return &r_scenes_store[ scenetype ];
7138         }
7139 }
7140
7141 static int R_SortEntities_Compare(const void *ap, const void *bp)
7142 {
7143         const entity_render_t *a = *(const entity_render_t **)ap;
7144         const entity_render_t *b = *(const entity_render_t **)bp;
7145
7146         // 1. compare model
7147         if(a->model < b->model)
7148                 return -1;
7149         if(a->model > b->model)
7150                 return +1;
7151
7152         // 2. compare skin
7153         // TODO possibly calculate the REAL skinnum here first using
7154         // skinscenes?
7155         if(a->skinnum < b->skinnum)
7156                 return -1;
7157         if(a->skinnum > b->skinnum)
7158                 return +1;
7159
7160         // everything we compared is equal
7161         return 0;
7162 }
7163 static void R_SortEntities(void)
7164 {
7165         // below or equal 2 ents, sorting never gains anything
7166         if(r_refdef.scene.numentities <= 2)
7167                 return;
7168         // sort
7169         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7170 }
7171
7172 /*
7173 ================
7174 R_RenderView
7175 ================
7176 */
7177 int dpsoftrast_test;
7178 extern cvar_t r_shadow_bouncegrid;
7179 void R_RenderView(void)
7180 {
7181         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7182         int fbo;
7183         rtexture_t *depthtexture;
7184         rtexture_t *colortexture;
7185
7186         dpsoftrast_test = r_test.integer;
7187
7188         if (r_timereport_active)
7189                 R_TimeReport("start");
7190         r_textureframe++; // used only by R_GetCurrentTexture
7191         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7192
7193         if(R_CompileShader_CheckStaticParms())
7194                 R_GLSL_Restart_f();
7195
7196         if (!r_drawentities.integer)
7197                 r_refdef.scene.numentities = 0;
7198         else if (r_sortentities.integer)
7199                 R_SortEntities();
7200
7201         R_AnimCache_ClearCache();
7202
7203         /* adjust for stereo display */
7204         if(R_Stereo_Active())
7205         {
7206                 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);
7207                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7208         }
7209
7210         if (r_refdef.view.isoverlay)
7211         {
7212                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7213                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7214                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7215                 R_TimeReport("depthclear");
7216
7217                 r_refdef.view.showdebug = false;
7218
7219                 r_fb.water.enabled = false;
7220                 r_fb.water.numwaterplanes = 0;
7221
7222                 R_RenderScene(0, NULL, NULL);
7223
7224                 r_refdef.view.matrix = originalmatrix;
7225
7226                 CHECKGLERROR
7227                 return;
7228         }
7229
7230         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7231         {
7232                 r_refdef.view.matrix = originalmatrix;
7233                 return;
7234         }
7235
7236         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7237
7238         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7239                 // in sRGB fallback, behave similar to true sRGB: convert this
7240                 // value from linear to sRGB
7241                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7242
7243         R_RenderView_UpdateViewVectors();
7244
7245         R_Shadow_UpdateWorldLightSelection();
7246
7247         R_Bloom_StartFrame();
7248
7249         // apply bloom brightness offset
7250         if(r_fb.bloomtexture[0])
7251                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7252
7253         R_Water_StartFrame();
7254
7255         // now we probably have an fbo to render into
7256         fbo = r_fb.fbo;
7257         depthtexture = r_fb.depthtexture;
7258         colortexture = r_fb.colortexture;
7259
7260         CHECKGLERROR
7261         if (r_timereport_active)
7262                 R_TimeReport("viewsetup");
7263
7264         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7265
7266         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7267         {
7268                 R_ClearScreen(r_refdef.fogenabled);
7269                 if (r_timereport_active)
7270                         R_TimeReport("viewclear");
7271         }
7272         r_refdef.view.clear = true;
7273
7274         r_refdef.view.showdebug = true;
7275
7276         R_View_Update();
7277         if (r_timereport_active)
7278                 R_TimeReport("visibility");
7279
7280         R_AnimCache_CacheVisibleEntities();
7281         if (r_timereport_active)
7282                 R_TimeReport("animcache");
7283
7284         R_Shadow_UpdateBounceGridTexture();
7285         if (r_timereport_active && r_shadow_bouncegrid.integer)
7286                 R_TimeReport("bouncegrid");
7287
7288         r_fb.water.numwaterplanes = 0;
7289         if (r_fb.water.enabled)
7290                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7291
7292         R_RenderScene(fbo, depthtexture, colortexture);
7293         r_fb.water.numwaterplanes = 0;
7294
7295         R_BlendView(fbo, depthtexture, colortexture);
7296         if (r_timereport_active)
7297                 R_TimeReport("blendview");
7298
7299         GL_Scissor(0, 0, vid.width, vid.height);
7300         GL_ScissorTest(false);
7301
7302         r_refdef.view.matrix = originalmatrix;
7303
7304         CHECKGLERROR
7305 }
7306
7307 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7308 {
7309         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7310         {
7311                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7312                 if (r_timereport_active)
7313                         R_TimeReport("waterworld");
7314         }
7315
7316         // don't let sound skip if going slow
7317         if (r_refdef.scene.extraupdate)
7318                 S_ExtraUpdate ();
7319
7320         R_DrawModelsAddWaterPlanes();
7321         if (r_timereport_active)
7322                 R_TimeReport("watermodels");
7323
7324         if (r_fb.water.numwaterplanes)
7325         {
7326                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7327                 if (r_timereport_active)
7328                         R_TimeReport("waterscenes");
7329         }
7330 }
7331
7332 extern cvar_t cl_locs_show;
7333 static void R_DrawLocs(void);
7334 static void R_DrawEntityBBoxes(void);
7335 static void R_DrawModelDecals(void);
7336 extern cvar_t cl_decals_newsystem;
7337 extern qboolean r_shadow_usingdeferredprepass;
7338 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7339 {
7340         qboolean shadowmapping = false;
7341
7342         if (r_timereport_active)
7343                 R_TimeReport("beginscene");
7344
7345         r_refdef.stats[r_stat_renders]++;
7346
7347         R_UpdateFog();
7348
7349         // don't let sound skip if going slow
7350         if (r_refdef.scene.extraupdate)
7351                 S_ExtraUpdate ();
7352
7353         R_MeshQueue_BeginScene();
7354
7355         R_SkyStartFrame();
7356
7357         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);
7358
7359         if (r_timereport_active)
7360                 R_TimeReport("skystartframe");
7361
7362         if (cl.csqc_vidvars.drawworld)
7363         {
7364                 // don't let sound skip if going slow
7365                 if (r_refdef.scene.extraupdate)
7366                         S_ExtraUpdate ();
7367
7368                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7369                 {
7370                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7371                         if (r_timereport_active)
7372                                 R_TimeReport("worldsky");
7373                 }
7374
7375                 if (R_DrawBrushModelsSky() && r_timereport_active)
7376                         R_TimeReport("bmodelsky");
7377
7378                 if (skyrendermasked && skyrenderlater)
7379                 {
7380                         // we have to force off the water clipping plane while rendering sky
7381                         R_SetupView(false, fbo, depthtexture, colortexture);
7382                         R_Sky();
7383                         R_SetupView(true, fbo, depthtexture, colortexture);
7384                         if (r_timereport_active)
7385                                 R_TimeReport("sky");
7386                 }
7387         }
7388
7389         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7390         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7391                 R_Shadow_PrepareModelShadows();
7392         if (r_timereport_active)
7393                 R_TimeReport("preparelights");
7394
7395         if (R_Shadow_ShadowMappingEnabled())
7396                 shadowmapping = true;
7397
7398         if (r_shadow_usingdeferredprepass)
7399                 R_Shadow_DrawPrepass();
7400
7401         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7402         {
7403                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7404                 if (r_timereport_active)
7405                         R_TimeReport("worlddepth");
7406         }
7407         if (r_depthfirst.integer >= 2)
7408         {
7409                 R_DrawModelsDepth();
7410                 if (r_timereport_active)
7411                         R_TimeReport("modeldepth");
7412         }
7413
7414         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7415         {
7416                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7417                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7418                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7419                 // don't let sound skip if going slow
7420                 if (r_refdef.scene.extraupdate)
7421                         S_ExtraUpdate ();
7422         }
7423
7424         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7425         {
7426                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7427                 if (r_timereport_active)
7428                         R_TimeReport("world");
7429         }
7430
7431         // don't let sound skip if going slow
7432         if (r_refdef.scene.extraupdate)
7433                 S_ExtraUpdate ();
7434
7435         R_DrawModels();
7436         if (r_timereport_active)
7437                 R_TimeReport("models");
7438
7439         // don't let sound skip if going slow
7440         if (r_refdef.scene.extraupdate)
7441                 S_ExtraUpdate ();
7442
7443         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7444         {
7445                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7446                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7447                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7448                 // don't let sound skip if going slow
7449                 if (r_refdef.scene.extraupdate)
7450                         S_ExtraUpdate ();
7451         }
7452
7453         if (!r_shadow_usingdeferredprepass)
7454         {
7455                 R_Shadow_DrawLights();
7456                 if (r_timereport_active)
7457                         R_TimeReport("rtlights");
7458         }
7459
7460         // don't let sound skip if going slow
7461         if (r_refdef.scene.extraupdate)
7462                 S_ExtraUpdate ();
7463
7464         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7465         {
7466                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7467                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7468                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7469                 // don't let sound skip if going slow
7470                 if (r_refdef.scene.extraupdate)
7471                         S_ExtraUpdate ();
7472         }
7473
7474         if (cl.csqc_vidvars.drawworld)
7475         {
7476                 if (cl_decals_newsystem.integer)
7477                 {
7478                         R_DrawModelDecals();
7479                         if (r_timereport_active)
7480                                 R_TimeReport("modeldecals");
7481                 }
7482                 else
7483                 {
7484                         R_DrawDecals();
7485                         if (r_timereport_active)
7486                                 R_TimeReport("decals");
7487                 }
7488
7489                 R_DrawParticles();
7490                 if (r_timereport_active)
7491                         R_TimeReport("particles");
7492
7493                 R_DrawExplosions();
7494                 if (r_timereport_active)
7495                         R_TimeReport("explosions");
7496
7497                 R_DrawLightningBeams();
7498                 if (r_timereport_active)
7499                         R_TimeReport("lightning");
7500         }
7501
7502         if (cl.csqc_loaded)
7503                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7504
7505         if (r_refdef.view.showdebug)
7506         {
7507                 if (cl_locs_show.integer)
7508                 {
7509                         R_DrawLocs();
7510                         if (r_timereport_active)
7511                                 R_TimeReport("showlocs");
7512                 }
7513
7514                 if (r_drawportals.integer)
7515                 {
7516                         R_DrawPortals();
7517                         if (r_timereport_active)
7518                                 R_TimeReport("portals");
7519                 }
7520
7521                 if (r_showbboxes.value > 0)
7522                 {
7523                         R_DrawEntityBBoxes();
7524                         if (r_timereport_active)
7525                                 R_TimeReport("bboxes");
7526                 }
7527         }
7528
7529         if (r_transparent.integer)
7530         {
7531                 R_MeshQueue_RenderTransparent();
7532                 if (r_timereport_active)
7533                         R_TimeReport("drawtrans");
7534         }
7535
7536         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))
7537         {
7538                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7539                 if (r_timereport_active)
7540                         R_TimeReport("worlddebug");
7541                 R_DrawModelsDebug();
7542                 if (r_timereport_active)
7543                         R_TimeReport("modeldebug");
7544         }
7545
7546         if (cl.csqc_vidvars.drawworld)
7547         {
7548                 R_Shadow_DrawCoronas();
7549                 if (r_timereport_active)
7550                         R_TimeReport("coronas");
7551         }
7552
7553 #if 0
7554         {
7555                 GL_DepthTest(false);
7556                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7557                 GL_Color(1, 1, 1, 1);
7558                 qglBegin(GL_POLYGON);
7559                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7560                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7561                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7562                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7563                 qglEnd();
7564                 qglBegin(GL_POLYGON);
7565                 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]);
7566                 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]);
7567                 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]);
7568                 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]);
7569                 qglEnd();
7570                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7571         }
7572 #endif
7573
7574         // don't let sound skip if going slow
7575         if (r_refdef.scene.extraupdate)
7576                 S_ExtraUpdate ();
7577 }
7578
7579 static const unsigned short bboxelements[36] =
7580 {
7581         5, 1, 3, 5, 3, 7,
7582         6, 2, 0, 6, 0, 4,
7583         7, 3, 2, 7, 2, 6,
7584         4, 0, 1, 4, 1, 5,
7585         4, 5, 7, 4, 7, 6,
7586         1, 0, 2, 1, 2, 3,
7587 };
7588
7589 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7590 {
7591         int i;
7592         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7593
7594         RSurf_ActiveWorldEntity();
7595
7596         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7597         GL_DepthMask(false);
7598         GL_DepthRange(0, 1);
7599         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7600 //      R_Mesh_ResetTextureState();
7601
7602         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7603         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7604         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7605         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7606         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7607         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7608         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7609         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7610         R_FillColors(color4f, 8, cr, cg, cb, ca);
7611         if (r_refdef.fogenabled)
7612         {
7613                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7614                 {
7615                         f1 = RSurf_FogVertex(v);
7616                         f2 = 1 - f1;
7617                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7618                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7619                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7620                 }
7621         }
7622         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7623         R_Mesh_ResetTextureState();
7624         R_SetupShader_Generic_NoTexture(false, false);
7625         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7626 }
7627
7628 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7629 {
7630         prvm_prog_t *prog = SVVM_prog;
7631         int i;
7632         float color[4];
7633         prvm_edict_t *edict;
7634
7635         // this function draws bounding boxes of server entities
7636         if (!sv.active)
7637                 return;
7638
7639         GL_CullFace(GL_NONE);
7640         R_SetupShader_Generic_NoTexture(false, false);
7641
7642         for (i = 0;i < numsurfaces;i++)
7643         {
7644                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7645                 switch ((int)PRVM_serveredictfloat(edict, solid))
7646                 {
7647                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7648                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7649                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7650                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7651                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7652                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
7653                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7654                 }
7655                 color[3] *= r_showbboxes.value;
7656                 color[3] = bound(0, color[3], 1);
7657                 GL_DepthTest(!r_showdisabledepthtest.integer);
7658                 GL_CullFace(r_refdef.view.cullface_front);
7659                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7660         }
7661 }
7662
7663 static void R_DrawEntityBBoxes(void)
7664 {
7665         int i;
7666         prvm_edict_t *edict;
7667         vec3_t center;
7668         prvm_prog_t *prog = SVVM_prog;
7669
7670         // this function draws bounding boxes of server entities
7671         if (!sv.active)
7672                 return;
7673
7674         for (i = 0;i < prog->num_edicts;i++)
7675         {
7676                 edict = PRVM_EDICT_NUM(i);
7677                 if (edict->priv.server->free)
7678                         continue;
7679                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7680                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7681                         continue;
7682                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7683                         continue;
7684                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7685                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7686         }
7687 }
7688
7689 static const int nomodelelement3i[24] =
7690 {
7691         5, 2, 0,
7692         5, 1, 2,
7693         5, 0, 3,
7694         5, 3, 1,
7695         0, 2, 4,
7696         2, 1, 4,
7697         3, 0, 4,
7698         1, 3, 4
7699 };
7700
7701 static const unsigned short nomodelelement3s[24] =
7702 {
7703         5, 2, 0,
7704         5, 1, 2,
7705         5, 0, 3,
7706         5, 3, 1,
7707         0, 2, 4,
7708         2, 1, 4,
7709         3, 0, 4,
7710         1, 3, 4
7711 };
7712
7713 static const float nomodelvertex3f[6*3] =
7714 {
7715         -16,   0,   0,
7716          16,   0,   0,
7717           0, -16,   0,
7718           0,  16,   0,
7719           0,   0, -16,
7720           0,   0,  16
7721 };
7722
7723 static const float nomodelcolor4f[6*4] =
7724 {
7725         0.0f, 0.0f, 0.5f, 1.0f,
7726         0.0f, 0.0f, 0.5f, 1.0f,
7727         0.0f, 0.5f, 0.0f, 1.0f,
7728         0.0f, 0.5f, 0.0f, 1.0f,
7729         0.5f, 0.0f, 0.0f, 1.0f,
7730         0.5f, 0.0f, 0.0f, 1.0f
7731 };
7732
7733 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7734 {
7735         int i;
7736         float f1, f2, *c;
7737         float color4f[6*4];
7738
7739         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);
7740
7741         // this is only called once per entity so numsurfaces is always 1, and
7742         // surfacelist is always {0}, so this code does not handle batches
7743
7744         if (rsurface.ent_flags & RENDER_ADDITIVE)
7745         {
7746                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7747                 GL_DepthMask(false);
7748         }
7749         else if (rsurface.colormod[3] < 1)
7750         {
7751                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7752                 GL_DepthMask(false);
7753         }
7754         else
7755         {
7756                 GL_BlendFunc(GL_ONE, GL_ZERO);
7757                 GL_DepthMask(true);
7758         }
7759         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7760         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7761         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7762         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7763         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7764         for (i = 0, c = color4f;i < 6;i++, c += 4)
7765         {
7766                 c[0] *= rsurface.colormod[0];
7767                 c[1] *= rsurface.colormod[1];
7768                 c[2] *= rsurface.colormod[2];
7769                 c[3] *= rsurface.colormod[3];
7770         }
7771         if (r_refdef.fogenabled)
7772         {
7773                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7774                 {
7775                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7776                         f2 = 1 - f1;
7777                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7778                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7779                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7780                 }
7781         }
7782 //      R_Mesh_ResetTextureState();
7783         R_SetupShader_Generic_NoTexture(false, false);
7784         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7785         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7786 }
7787
7788 void R_DrawNoModel(entity_render_t *ent)
7789 {
7790         vec3_t org;
7791         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7792         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7793                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7794         else
7795                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7796 }
7797
7798 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7799 {
7800         vec3_t right1, right2, diff, normal;
7801
7802         VectorSubtract (org2, org1, normal);
7803
7804         // calculate 'right' vector for start
7805         VectorSubtract (r_refdef.view.origin, org1, diff);
7806         CrossProduct (normal, diff, right1);
7807         VectorNormalize (right1);
7808
7809         // calculate 'right' vector for end
7810         VectorSubtract (r_refdef.view.origin, org2, diff);
7811         CrossProduct (normal, diff, right2);
7812         VectorNormalize (right2);
7813
7814         vert[ 0] = org1[0] + width * right1[0];
7815         vert[ 1] = org1[1] + width * right1[1];
7816         vert[ 2] = org1[2] + width * right1[2];
7817         vert[ 3] = org1[0] - width * right1[0];
7818         vert[ 4] = org1[1] - width * right1[1];
7819         vert[ 5] = org1[2] - width * right1[2];
7820         vert[ 6] = org2[0] - width * right2[0];
7821         vert[ 7] = org2[1] - width * right2[1];
7822         vert[ 8] = org2[2] - width * right2[2];
7823         vert[ 9] = org2[0] + width * right2[0];
7824         vert[10] = org2[1] + width * right2[1];
7825         vert[11] = org2[2] + width * right2[2];
7826 }
7827
7828 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)
7829 {
7830         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7831         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7832         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7833         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7834         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7835         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7836         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7837         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7838         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7839         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7840         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7841         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7842 }
7843
7844 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7845 {
7846         int i;
7847         float *vertex3f;
7848         float v[3];
7849         VectorSet(v, x, y, z);
7850         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7851                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7852                         break;
7853         if (i == mesh->numvertices)
7854         {
7855                 if (mesh->numvertices < mesh->maxvertices)
7856                 {
7857                         VectorCopy(v, vertex3f);
7858                         mesh->numvertices++;
7859                 }
7860                 return mesh->numvertices;
7861         }
7862         else
7863                 return i;
7864 }
7865
7866 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7867 {
7868         int i;
7869         int *e, element[3];
7870         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7871         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7872         e = mesh->element3i + mesh->numtriangles * 3;
7873         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7874         {
7875                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7876                 if (mesh->numtriangles < mesh->maxtriangles)
7877                 {
7878                         *e++ = element[0];
7879                         *e++ = element[1];
7880                         *e++ = element[2];
7881                         mesh->numtriangles++;
7882                 }
7883                 element[1] = element[2];
7884         }
7885 }
7886
7887 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7888 {
7889         int i;
7890         int *e, element[3];
7891         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7892         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7893         e = mesh->element3i + mesh->numtriangles * 3;
7894         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7895         {
7896                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7897                 if (mesh->numtriangles < mesh->maxtriangles)
7898                 {
7899                         *e++ = element[0];
7900                         *e++ = element[1];
7901                         *e++ = element[2];
7902                         mesh->numtriangles++;
7903                 }
7904                 element[1] = element[2];
7905         }
7906 }
7907
7908 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7909 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7910 {
7911         int planenum, planenum2;
7912         int w;
7913         int tempnumpoints;
7914         mplane_t *plane, *plane2;
7915         double maxdist;
7916         double temppoints[2][256*3];
7917         // figure out how large a bounding box we need to properly compute this brush
7918         maxdist = 0;
7919         for (w = 0;w < numplanes;w++)
7920                 maxdist = max(maxdist, fabs(planes[w].dist));
7921         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7922         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7923         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7924         {
7925                 w = 0;
7926                 tempnumpoints = 4;
7927                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7928                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7929                 {
7930                         if (planenum2 == planenum)
7931                                 continue;
7932                         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);
7933                         w = !w;
7934                 }
7935                 if (tempnumpoints < 3)
7936                         continue;
7937                 // generate elements forming a triangle fan for this polygon
7938                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7939         }
7940 }
7941
7942 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)
7943 {
7944         texturelayer_t *layer;
7945         layer = t->currentlayers + t->currentnumlayers++;
7946         layer->type = type;
7947         layer->depthmask = depthmask;
7948         layer->blendfunc1 = blendfunc1;
7949         layer->blendfunc2 = blendfunc2;
7950         layer->texture = texture;
7951         layer->texmatrix = *matrix;
7952         layer->color[0] = r;
7953         layer->color[1] = g;
7954         layer->color[2] = b;
7955         layer->color[3] = a;
7956 }
7957
7958 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7959 {
7960         if(parms[0] == 0 && parms[1] == 0)
7961                 return false;
7962         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7963                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7964                         return false;
7965         return true;
7966 }
7967
7968 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7969 {
7970         double index, f;
7971         index = parms[2] + rsurface.shadertime * parms[3];
7972         index -= floor(index);
7973         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7974         {
7975         default:
7976         case Q3WAVEFUNC_NONE:
7977         case Q3WAVEFUNC_NOISE:
7978         case Q3WAVEFUNC_COUNT:
7979                 f = 0;
7980                 break;
7981         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7982         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7983         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7984         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7985         case Q3WAVEFUNC_TRIANGLE:
7986                 index *= 4;
7987                 f = index - floor(index);
7988                 if (index < 1)
7989                 {
7990                         // f = f;
7991                 }
7992                 else if (index < 2)
7993                         f = 1 - f;
7994                 else if (index < 3)
7995                         f = -f;
7996                 else
7997                         f = -(1 - f);
7998                 break;
7999         }
8000         f = parms[0] + parms[1] * f;
8001         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8002                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8003         return (float) f;
8004 }
8005
8006 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8007 {
8008         int w, h, idx;
8009         float shadertime;
8010         float f;
8011         float offsetd[2];
8012         float tcmat[12];
8013         matrix4x4_t matrix, temp;
8014         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8015         // it's better to have one huge fixup every 9 hours than gradual
8016         // degradation over time which looks consistently bad after many hours.
8017         //
8018         // tcmod scroll in particular suffers from this degradation which can't be
8019         // effectively worked around even with floor() tricks because we don't
8020         // know if tcmod scroll is the last tcmod being applied, and for clampmap
8021         // a workaround involving floor() would be incorrect anyway...
8022         shadertime = rsurface.shadertime;
8023         if (shadertime >= 32768.0f)
8024                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8025         switch(tcmod->tcmod)
8026         {
8027                 case Q3TCMOD_COUNT:
8028                 case Q3TCMOD_NONE:
8029                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8030                                 matrix = r_waterscrollmatrix;
8031                         else
8032                                 matrix = identitymatrix;
8033                         break;
8034                 case Q3TCMOD_ENTITYTRANSLATE:
8035                         // this is used in Q3 to allow the gamecode to control texcoord
8036                         // scrolling on the entity, which is not supported in darkplaces yet.
8037                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8038                         break;
8039                 case Q3TCMOD_ROTATE:
8040                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8041                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8042                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8043                         break;
8044                 case Q3TCMOD_SCALE:
8045                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8046                         break;
8047                 case Q3TCMOD_SCROLL:
8048                         // this particular tcmod is a "bug for bug" compatible one with regards to
8049                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8050                         // specifically did the wrapping and so we must mimic that...
8051                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8052                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8053                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8054                         break;
8055                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8056                         w = (int) tcmod->parms[0];
8057                         h = (int) tcmod->parms[1];
8058                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8059                         f = f - floor(f);
8060                         idx = (int) floor(f * w * h);
8061                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8062                         break;
8063                 case Q3TCMOD_STRETCH:
8064                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8065                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8066                         break;
8067                 case Q3TCMOD_TRANSFORM:
8068                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8069                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8070                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8071                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8072                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8073                         break;
8074                 case Q3TCMOD_TURBULENT:
8075                         // this is handled in the RSurf_PrepareVertices function
8076                         matrix = identitymatrix;
8077                         break;
8078         }
8079         temp = *texmatrix;
8080         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8081 }
8082
8083 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8084 {
8085         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8086         char name[MAX_QPATH];
8087         skinframe_t *skinframe;
8088         unsigned char pixels[296*194];
8089         strlcpy(cache->name, skinname, sizeof(cache->name));
8090         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8091         if (developer_loading.integer)
8092                 Con_Printf("loading %s\n", name);
8093         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8094         if (!skinframe || !skinframe->base)
8095         {
8096                 unsigned char *f;
8097                 fs_offset_t filesize;
8098                 skinframe = NULL;
8099                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8100                 if (f)
8101                 {
8102                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8103                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8104                         Mem_Free(f);
8105                 }
8106         }
8107         cache->skinframe = skinframe;
8108 }
8109
8110 texture_t *R_GetCurrentTexture(texture_t *t)
8111 {
8112         int i;
8113         const entity_render_t *ent = rsurface.entity;
8114         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8115         q3shaderinfo_layer_tcmod_t *tcmod;
8116
8117         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8118                 return t->currentframe;
8119         t->update_lastrenderframe = r_textureframe;
8120         t->update_lastrenderentity = (void *)ent;
8121
8122         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8123                 t->camera_entity = ent->entitynumber;
8124         else
8125                 t->camera_entity = 0;
8126
8127         // switch to an alternate material if this is a q1bsp animated material
8128         {
8129                 texture_t *texture = t;
8130                 int s = rsurface.ent_skinnum;
8131                 if ((unsigned int)s >= (unsigned int)model->numskins)
8132                         s = 0;
8133                 if (model->skinscenes)
8134                 {
8135                         if (model->skinscenes[s].framecount > 1)
8136                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8137                         else
8138                                 s = model->skinscenes[s].firstframe;
8139                 }
8140                 if (s > 0)
8141                         t = t + s * model->num_surfaces;
8142                 if (t->animated)
8143                 {
8144                         // use an alternate animation if the entity's frame is not 0,
8145                         // and only if the texture has an alternate animation
8146                         if (rsurface.ent_alttextures && t->anim_total[1])
8147                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8148                         else
8149                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8150                 }
8151                 texture->currentframe = t;
8152         }
8153
8154         // update currentskinframe to be a qw skin or animation frame
8155         if (rsurface.ent_qwskin >= 0)
8156         {
8157                 i = rsurface.ent_qwskin;
8158                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8159                 {
8160                         r_qwskincache_size = cl.maxclients;
8161                         if (r_qwskincache)
8162                                 Mem_Free(r_qwskincache);
8163                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8164                 }
8165                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8166                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8167                 t->currentskinframe = r_qwskincache[i].skinframe;
8168                 if (t->currentskinframe == NULL)
8169                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8170         }
8171         else if (t->numskinframes >= 2)
8172                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8173         if (t->backgroundnumskinframes >= 2)
8174                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8175
8176         t->currentmaterialflags = t->basematerialflags;
8177         t->currentalpha = rsurface.colormod[3];
8178         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8179                 t->currentalpha *= r_wateralpha.value;
8180         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8181                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8182         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8183                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8184         if (!(rsurface.ent_flags & RENDER_LIGHT))
8185                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8186         else if (FAKELIGHT_ENABLED)
8187         {
8188                 // no modellight if using fakelight for the map
8189         }
8190         else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8191         {
8192                 // pick a model lighting mode
8193                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8194                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8195                 else
8196                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8197         }
8198         if (rsurface.ent_flags & RENDER_ADDITIVE)
8199                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8200         else if (t->currentalpha < 1)
8201                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8202         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8203         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8204                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8205         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8206                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8207         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8208                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8209         if (t->backgroundnumskinframes)
8210                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8211         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8212         {
8213                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8214                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8215         }
8216         else
8217                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8218         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8219         {
8220                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8221                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8222         }
8223         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8224                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8225
8226         // there is no tcmod
8227         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8228         {
8229                 t->currenttexmatrix = r_waterscrollmatrix;
8230                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8231         }
8232         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8233         {
8234                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8235                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8236         }
8237
8238         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8239                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8240         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8241                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8242
8243         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8244         if (t->currentskinframe->qpixels)
8245                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8246         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8247         if (!t->basetexture)
8248                 t->basetexture = r_texture_notexture;
8249         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8250         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8251         t->nmaptexture = t->currentskinframe->nmap;
8252         if (!t->nmaptexture)
8253                 t->nmaptexture = r_texture_blanknormalmap;
8254         t->glosstexture = r_texture_black;
8255         t->glowtexture = t->currentskinframe->glow;
8256         t->fogtexture = t->currentskinframe->fog;
8257         t->reflectmasktexture = t->currentskinframe->reflect;
8258         if (t->backgroundnumskinframes)
8259         {
8260                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8261                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8262                 t->backgroundglosstexture = r_texture_black;
8263                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8264                 if (!t->backgroundnmaptexture)
8265                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8266                 // make sure that if glow is going to be used, both textures are not NULL
8267                 if (!t->backgroundglowtexture && t->glowtexture)
8268                         t->backgroundglowtexture = r_texture_black;
8269                 if (!t->glowtexture && t->backgroundglowtexture)
8270                         t->glowtexture = r_texture_black;
8271         }
8272         else
8273         {
8274                 t->backgroundbasetexture = r_texture_white;
8275                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8276                 t->backgroundglosstexture = r_texture_black;
8277                 t->backgroundglowtexture = NULL;
8278         }
8279         t->specularpower = r_shadow_glossexponent.value;
8280         // TODO: store reference values for these in the texture?
8281         t->specularscale = 0;
8282         if (r_shadow_gloss.integer > 0)
8283         {
8284                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8285                 {
8286                         if (r_shadow_glossintensity.value > 0)
8287                         {
8288                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8289                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8290                                 t->specularscale = r_shadow_glossintensity.value;
8291                         }
8292                 }
8293                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8294                 {
8295                         t->glosstexture = r_texture_white;
8296                         t->backgroundglosstexture = r_texture_white;
8297                         t->specularscale = r_shadow_gloss2intensity.value;
8298                         t->specularpower = r_shadow_gloss2exponent.value;
8299                 }
8300         }
8301         t->specularscale *= t->specularscalemod;
8302         t->specularpower *= t->specularpowermod;
8303         t->rtlightambient = 0;
8304
8305         // lightmaps mode looks bad with dlights using actual texturing, so turn
8306         // off the colormap and glossmap, but leave the normalmap on as it still
8307         // accurately represents the shading involved
8308         if (gl_lightmaps.integer)
8309         {
8310                 t->basetexture = r_texture_grey128;
8311                 t->pantstexture = r_texture_black;
8312                 t->shirttexture = r_texture_black;
8313                 if (gl_lightmaps.integer < 2)
8314                         t->nmaptexture = r_texture_blanknormalmap;
8315                 t->glosstexture = r_texture_black;
8316                 t->glowtexture = NULL;
8317                 t->fogtexture = NULL;
8318                 t->reflectmasktexture = NULL;
8319                 t->backgroundbasetexture = NULL;
8320                 if (gl_lightmaps.integer < 2)
8321                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8322                 t->backgroundglosstexture = r_texture_black;
8323                 t->backgroundglowtexture = NULL;
8324                 t->specularscale = 0;
8325                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8326         }
8327
8328         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8329         VectorClear(t->dlightcolor);
8330         t->currentnumlayers = 0;
8331         if (t->currentmaterialflags & MATERIALFLAG_WALL)
8332         {
8333                 int blendfunc1, blendfunc2;
8334                 qboolean depthmask;
8335                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8336                 {
8337                         blendfunc1 = GL_SRC_ALPHA;
8338                         blendfunc2 = GL_ONE;
8339                 }
8340                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8341                 {
8342                         blendfunc1 = GL_SRC_ALPHA;
8343                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8344                 }
8345                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8346                 {
8347                         blendfunc1 = t->customblendfunc[0];
8348                         blendfunc2 = t->customblendfunc[1];
8349                 }
8350                 else
8351                 {
8352                         blendfunc1 = GL_ONE;
8353                         blendfunc2 = GL_ZERO;
8354                 }
8355                 // don't colormod evilblend textures
8356                 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8357                         VectorSet(t->lightmapcolor, 1, 1, 1);
8358                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8359                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8360                 {
8361                         // fullbright is not affected by r_refdef.lightmapintensity
8362                         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]);
8363                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8364                                 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]);
8365                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8366                                 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]);
8367                 }
8368                 else
8369                 {
8370                         vec3_t ambientcolor;
8371                         float colorscale;
8372                         // set the color tint used for lights affecting this surface
8373                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8374                         colorscale = 2;
8375                         // q3bsp has no lightmap updates, so the lightstylevalue that
8376                         // would normally be baked into the lightmap must be
8377                         // applied to the color
8378                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8379                         if (model->type == mod_brushq3)
8380                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8381                         colorscale *= r_refdef.lightmapintensity;
8382                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8383                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8384                         // basic lit geometry
8385                         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]);
8386                         // add pants/shirt if needed
8387                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8388                                 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]);
8389                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8390                                 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]);
8391                         // now add ambient passes if needed
8392                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8393                         {
8394                                 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]);
8395                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8396                                         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]);
8397                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8398                                         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]);
8399                         }
8400                 }
8401                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8402                         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]);
8403                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8404                 {
8405                         // if this is opaque use alpha blend which will darken the earlier
8406                         // passes cheaply.
8407                         //
8408                         // if this is an alpha blended material, all the earlier passes
8409                         // were darkened by fog already, so we only need to add the fog
8410                         // color ontop through the fog mask texture
8411                         //
8412                         // if this is an additive blended material, all the earlier passes
8413                         // were darkened by fog already, and we should not add fog color
8414                         // (because the background was not darkened, there is no fog color
8415                         // that was lost behind it).
8416                         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]);
8417                 }
8418         }
8419
8420         return t->currentframe;
8421 }
8422
8423 rsurfacestate_t rsurface;
8424
8425 void RSurf_ActiveWorldEntity(void)
8426 {
8427         dp_model_t *model = r_refdef.scene.worldmodel;
8428         //if (rsurface.entity == r_refdef.scene.worldentity)
8429         //      return;
8430         rsurface.entity = r_refdef.scene.worldentity;
8431         rsurface.skeleton = NULL;
8432         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8433         rsurface.ent_skinnum = 0;
8434         rsurface.ent_qwskin = -1;
8435         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8436         rsurface.shadertime = r_refdef.scene.time;
8437         rsurface.matrix = identitymatrix;
8438         rsurface.inversematrix = identitymatrix;
8439         rsurface.matrixscale = 1;
8440         rsurface.inversematrixscale = 1;
8441         R_EntityMatrix(&identitymatrix);
8442         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8443         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8444         rsurface.fograngerecip = r_refdef.fograngerecip;
8445         rsurface.fogheightfade = r_refdef.fogheightfade;
8446         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8447         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8448         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8449         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8450         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8451         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8452         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8453         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8454         rsurface.colormod[3] = 1;
8455         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);
8456         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8457         rsurface.frameblend[0].lerp = 1;
8458         rsurface.ent_alttextures = false;
8459         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8460         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8461         rsurface.entityskeletaltransform3x4 = NULL;
8462         rsurface.entityskeletaltransform3x4buffer = NULL;
8463         rsurface.entityskeletaltransform3x4offset = 0;
8464         rsurface.entityskeletaltransform3x4size = 0;;
8465         rsurface.entityskeletalnumtransforms = 0;
8466         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8467         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8468         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8469         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8470         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8471         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8472         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8473         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8474         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8475         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8476         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8477         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8478         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8479         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8480         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8481         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8482         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8483         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8484         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8485         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8486         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8487         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8488         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8489         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8490         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8491         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8492         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8493         rsurface.modelelement3i = model->surfmesh.data_element3i;
8494         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8495         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8496         rsurface.modelelement3s = model->surfmesh.data_element3s;
8497         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8498         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8499         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8500         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8501         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8502         rsurface.modelsurfaces = model->data_surfaces;
8503         rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8504         rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8505         rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8506         rsurface.modelgeneratedvertex = false;
8507         rsurface.batchgeneratedvertex = false;
8508         rsurface.batchfirstvertex = 0;
8509         rsurface.batchnumvertices = 0;
8510         rsurface.batchfirsttriangle = 0;
8511         rsurface.batchnumtriangles = 0;
8512         rsurface.batchvertex3f  = NULL;
8513         rsurface.batchvertex3f_vertexbuffer = NULL;
8514         rsurface.batchvertex3f_bufferoffset = 0;
8515         rsurface.batchsvector3f = NULL;
8516         rsurface.batchsvector3f_vertexbuffer = NULL;
8517         rsurface.batchsvector3f_bufferoffset = 0;
8518         rsurface.batchtvector3f = NULL;
8519         rsurface.batchtvector3f_vertexbuffer = NULL;
8520         rsurface.batchtvector3f_bufferoffset = 0;
8521         rsurface.batchnormal3f  = NULL;
8522         rsurface.batchnormal3f_vertexbuffer = NULL;
8523         rsurface.batchnormal3f_bufferoffset = 0;
8524         rsurface.batchlightmapcolor4f = NULL;
8525         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8526         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8527         rsurface.batchtexcoordtexture2f = NULL;
8528         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8529         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8530         rsurface.batchtexcoordlightmap2f = NULL;
8531         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8532         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8533         rsurface.batchskeletalindex4ub = NULL;
8534         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8535         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8536         rsurface.batchskeletalweight4ub = NULL;
8537         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8538         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8539         rsurface.batchvertexmesh = NULL;
8540         rsurface.batchvertexmesh_vertexbuffer = NULL;
8541         rsurface.batchvertexmesh_bufferoffset = 0;
8542         rsurface.batchelement3i = NULL;
8543         rsurface.batchelement3i_indexbuffer = NULL;
8544         rsurface.batchelement3i_bufferoffset = 0;
8545         rsurface.batchelement3s = NULL;
8546         rsurface.batchelement3s_indexbuffer = NULL;
8547         rsurface.batchelement3s_bufferoffset = 0;
8548         rsurface.passcolor4f = NULL;
8549         rsurface.passcolor4f_vertexbuffer = NULL;
8550         rsurface.passcolor4f_bufferoffset = 0;
8551         rsurface.forcecurrenttextureupdate = false;
8552 }
8553
8554 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8555 {
8556         dp_model_t *model = ent->model;
8557         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8558         //      return;
8559         rsurface.entity = (entity_render_t *)ent;
8560         rsurface.skeleton = ent->skeleton;
8561         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8562         rsurface.ent_skinnum = ent->skinnum;
8563         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;
8564         rsurface.ent_flags = ent->flags;
8565         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8566         rsurface.matrix = ent->matrix;
8567         rsurface.inversematrix = ent->inversematrix;
8568         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8569         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8570         R_EntityMatrix(&rsurface.matrix);
8571         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8572         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8573         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8574         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8575         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8576         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8577         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8578         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8579         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8580         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8581         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8582         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8583         rsurface.colormod[3] = ent->alpha;
8584         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8585         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8586         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8587         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8588         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8589         if (ent->model->brush.submodel && !prepass)
8590         {
8591                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8592                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8593         }
8594         // if the animcache code decided it should use the shader path, skip the deform step
8595         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8596         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8597         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8598         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8599         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8600         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8601         {
8602                 if (ent->animcache_vertex3f)
8603                 {
8604                         r_refdef.stats[r_stat_batch_entitycache_count]++;
8605                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8606                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8607                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8608                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8609                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8610                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8611                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8612                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8613                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8614                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8615                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8616                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8617                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8618                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8619                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8620                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8621                         rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8622                         rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8623                 }
8624                 else if (wanttangents)
8625                 {
8626                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8627                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8628                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8629                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8630                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8631                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8632                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8633                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8634                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8635                         rsurface.modelvertexmesh = NULL;
8636                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8637                         rsurface.modelvertexmesh_bufferoffset = 0;
8638                         rsurface.modelvertex3f_vertexbuffer = NULL;
8639                         rsurface.modelvertex3f_bufferoffset = 0;
8640                         rsurface.modelvertex3f_vertexbuffer = 0;
8641                         rsurface.modelvertex3f_bufferoffset = 0;
8642                         rsurface.modelsvector3f_vertexbuffer = 0;
8643                         rsurface.modelsvector3f_bufferoffset = 0;
8644                         rsurface.modeltvector3f_vertexbuffer = 0;
8645                         rsurface.modeltvector3f_bufferoffset = 0;
8646                         rsurface.modelnormal3f_vertexbuffer = 0;
8647                         rsurface.modelnormal3f_bufferoffset = 0;
8648                 }
8649                 else if (wantnormals)
8650                 {
8651                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8652                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8653                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8654                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8655                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8656                         rsurface.modelsvector3f = NULL;
8657                         rsurface.modeltvector3f = NULL;
8658                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8659                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8660                         rsurface.modelvertexmesh = NULL;
8661                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8662                         rsurface.modelvertexmesh_bufferoffset = 0;
8663                         rsurface.modelvertex3f_vertexbuffer = NULL;
8664                         rsurface.modelvertex3f_bufferoffset = 0;
8665                         rsurface.modelvertex3f_vertexbuffer = 0;
8666                         rsurface.modelvertex3f_bufferoffset = 0;
8667                         rsurface.modelsvector3f_vertexbuffer = 0;
8668                         rsurface.modelsvector3f_bufferoffset = 0;
8669                         rsurface.modeltvector3f_vertexbuffer = 0;
8670                         rsurface.modeltvector3f_bufferoffset = 0;
8671                         rsurface.modelnormal3f_vertexbuffer = 0;
8672                         rsurface.modelnormal3f_bufferoffset = 0;
8673                 }
8674                 else
8675                 {
8676                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8677                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8678                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8679                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8680                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8681                         rsurface.modelsvector3f = NULL;
8682                         rsurface.modeltvector3f = NULL;
8683                         rsurface.modelnormal3f = NULL;
8684                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8685                         rsurface.modelvertexmesh = NULL;
8686                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8687                         rsurface.modelvertexmesh_bufferoffset = 0;
8688                         rsurface.modelvertex3f_vertexbuffer = NULL;
8689                         rsurface.modelvertex3f_bufferoffset = 0;
8690                         rsurface.modelvertex3f_vertexbuffer = 0;
8691                         rsurface.modelvertex3f_bufferoffset = 0;
8692                         rsurface.modelsvector3f_vertexbuffer = 0;
8693                         rsurface.modelsvector3f_bufferoffset = 0;
8694                         rsurface.modeltvector3f_vertexbuffer = 0;
8695                         rsurface.modeltvector3f_bufferoffset = 0;
8696                         rsurface.modelnormal3f_vertexbuffer = 0;
8697                         rsurface.modelnormal3f_bufferoffset = 0;
8698                 }
8699                 rsurface.modelgeneratedvertex = true;
8700         }
8701         else
8702         {
8703                 if (rsurface.entityskeletaltransform3x4)
8704                 {
8705                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8706                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8707                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8708                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8709                 }
8710                 else
8711                 {
8712                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
8713                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8714                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8715                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8716                 }
8717                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8718                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8719                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8720                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8721                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8722                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8723                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8724                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8725                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8726                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8727                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8728                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8729                 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8730                 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8731                 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8732                 rsurface.modelgeneratedvertex = false;
8733         }
8734         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8735         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8736         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8737         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8738         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8739         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8740         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8741         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8742         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8743         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8744         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8745         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8746         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8747         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8748         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8749         rsurface.modelelement3i = model->surfmesh.data_element3i;
8750         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8751         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8752         rsurface.modelelement3s = model->surfmesh.data_element3s;
8753         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8754         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8755         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8756         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8757         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8758         rsurface.modelsurfaces = model->data_surfaces;
8759         rsurface.batchgeneratedvertex = false;
8760         rsurface.batchfirstvertex = 0;
8761         rsurface.batchnumvertices = 0;
8762         rsurface.batchfirsttriangle = 0;
8763         rsurface.batchnumtriangles = 0;
8764         rsurface.batchvertex3f  = NULL;
8765         rsurface.batchvertex3f_vertexbuffer = NULL;
8766         rsurface.batchvertex3f_bufferoffset = 0;
8767         rsurface.batchsvector3f = NULL;
8768         rsurface.batchsvector3f_vertexbuffer = NULL;
8769         rsurface.batchsvector3f_bufferoffset = 0;
8770         rsurface.batchtvector3f = NULL;
8771         rsurface.batchtvector3f_vertexbuffer = NULL;
8772         rsurface.batchtvector3f_bufferoffset = 0;
8773         rsurface.batchnormal3f  = NULL;
8774         rsurface.batchnormal3f_vertexbuffer = NULL;
8775         rsurface.batchnormal3f_bufferoffset = 0;
8776         rsurface.batchlightmapcolor4f = NULL;
8777         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8778         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8779         rsurface.batchtexcoordtexture2f = NULL;
8780         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8781         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8782         rsurface.batchtexcoordlightmap2f = NULL;
8783         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8784         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8785         rsurface.batchskeletalindex4ub = NULL;
8786         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8787         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8788         rsurface.batchskeletalweight4ub = NULL;
8789         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8790         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8791         rsurface.batchvertexmesh = NULL;
8792         rsurface.batchvertexmesh_vertexbuffer = NULL;
8793         rsurface.batchvertexmesh_bufferoffset = 0;
8794         rsurface.batchelement3i = NULL;
8795         rsurface.batchelement3i_indexbuffer = NULL;
8796         rsurface.batchelement3i_bufferoffset = 0;
8797         rsurface.batchelement3s = NULL;
8798         rsurface.batchelement3s_indexbuffer = NULL;
8799         rsurface.batchelement3s_bufferoffset = 0;
8800         rsurface.passcolor4f = NULL;
8801         rsurface.passcolor4f_vertexbuffer = NULL;
8802         rsurface.passcolor4f_bufferoffset = 0;
8803         rsurface.forcecurrenttextureupdate = false;
8804 }
8805
8806 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)
8807 {
8808         rsurface.entity = r_refdef.scene.worldentity;
8809         rsurface.skeleton = NULL;
8810         rsurface.ent_skinnum = 0;
8811         rsurface.ent_qwskin = -1;
8812         rsurface.ent_flags = entflags;
8813         rsurface.shadertime = r_refdef.scene.time - shadertime;
8814         rsurface.modelnumvertices = numvertices;
8815         rsurface.modelnumtriangles = numtriangles;
8816         rsurface.matrix = *matrix;
8817         rsurface.inversematrix = *inversematrix;
8818         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8819         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8820         R_EntityMatrix(&rsurface.matrix);
8821         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8822         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8823         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8824         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8825         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8826         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8827         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8828         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8829         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8830         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8831         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8832         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8833         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);
8834         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8835         rsurface.frameblend[0].lerp = 1;
8836         rsurface.ent_alttextures = false;
8837         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8838         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8839         rsurface.entityskeletaltransform3x4 = NULL;
8840         rsurface.entityskeletaltransform3x4buffer = NULL;
8841         rsurface.entityskeletaltransform3x4offset = 0;
8842         rsurface.entityskeletaltransform3x4size = 0;
8843         rsurface.entityskeletalnumtransforms = 0;
8844         r_refdef.stats[r_stat_batch_entitycustom_count]++;
8845         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8846         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8847         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8848         if (wanttangents)
8849         {
8850                 rsurface.modelvertex3f = (float *)vertex3f;
8851                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8852                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8853                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8854         }
8855         else if (wantnormals)
8856         {
8857                 rsurface.modelvertex3f = (float *)vertex3f;
8858                 rsurface.modelsvector3f = NULL;
8859                 rsurface.modeltvector3f = NULL;
8860                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8861         }
8862         else
8863         {
8864                 rsurface.modelvertex3f = (float *)vertex3f;
8865                 rsurface.modelsvector3f = NULL;
8866                 rsurface.modeltvector3f = NULL;
8867                 rsurface.modelnormal3f = NULL;
8868         }
8869         rsurface.modelvertexmesh = NULL;
8870         rsurface.modelvertexmesh_vertexbuffer = NULL;
8871         rsurface.modelvertexmesh_bufferoffset = 0;
8872         rsurface.modelvertex3f_vertexbuffer = 0;
8873         rsurface.modelvertex3f_bufferoffset = 0;
8874         rsurface.modelsvector3f_vertexbuffer = 0;
8875         rsurface.modelsvector3f_bufferoffset = 0;
8876         rsurface.modeltvector3f_vertexbuffer = 0;
8877         rsurface.modeltvector3f_bufferoffset = 0;
8878         rsurface.modelnormal3f_vertexbuffer = 0;
8879         rsurface.modelnormal3f_bufferoffset = 0;
8880         rsurface.modelgeneratedvertex = true;
8881         rsurface.modellightmapcolor4f  = (float *)color4f;
8882         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8883         rsurface.modellightmapcolor4f_bufferoffset = 0;
8884         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8885         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8886         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8887         rsurface.modeltexcoordlightmap2f  = NULL;
8888         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8889         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8890         rsurface.modelskeletalindex4ub = NULL;
8891         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8892         rsurface.modelskeletalindex4ub_bufferoffset = 0;
8893         rsurface.modelskeletalweight4ub = NULL;
8894         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8895         rsurface.modelskeletalweight4ub_bufferoffset = 0;
8896         rsurface.modelelement3i = (int *)element3i;
8897         rsurface.modelelement3i_indexbuffer = NULL;
8898         rsurface.modelelement3i_bufferoffset = 0;
8899         rsurface.modelelement3s = (unsigned short *)element3s;
8900         rsurface.modelelement3s_indexbuffer = NULL;
8901         rsurface.modelelement3s_bufferoffset = 0;
8902         rsurface.modellightmapoffsets = NULL;
8903         rsurface.modelsurfaces = NULL;
8904         rsurface.batchgeneratedvertex = false;
8905         rsurface.batchfirstvertex = 0;
8906         rsurface.batchnumvertices = 0;
8907         rsurface.batchfirsttriangle = 0;
8908         rsurface.batchnumtriangles = 0;
8909         rsurface.batchvertex3f  = NULL;
8910         rsurface.batchvertex3f_vertexbuffer = NULL;
8911         rsurface.batchvertex3f_bufferoffset = 0;
8912         rsurface.batchsvector3f = NULL;
8913         rsurface.batchsvector3f_vertexbuffer = NULL;
8914         rsurface.batchsvector3f_bufferoffset = 0;
8915         rsurface.batchtvector3f = NULL;
8916         rsurface.batchtvector3f_vertexbuffer = NULL;
8917         rsurface.batchtvector3f_bufferoffset = 0;
8918         rsurface.batchnormal3f  = NULL;
8919         rsurface.batchnormal3f_vertexbuffer = NULL;
8920         rsurface.batchnormal3f_bufferoffset = 0;
8921         rsurface.batchlightmapcolor4f = NULL;
8922         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8923         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8924         rsurface.batchtexcoordtexture2f = NULL;
8925         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8926         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8927         rsurface.batchtexcoordlightmap2f = NULL;
8928         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8929         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8930         rsurface.batchskeletalindex4ub = NULL;
8931         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8932         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8933         rsurface.batchskeletalweight4ub = NULL;
8934         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8935         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8936         rsurface.batchvertexmesh = NULL;
8937         rsurface.batchvertexmesh_vertexbuffer = NULL;
8938         rsurface.batchvertexmesh_bufferoffset = 0;
8939         rsurface.batchelement3i = NULL;
8940         rsurface.batchelement3i_indexbuffer = NULL;
8941         rsurface.batchelement3i_bufferoffset = 0;
8942         rsurface.batchelement3s = NULL;
8943         rsurface.batchelement3s_indexbuffer = NULL;
8944         rsurface.batchelement3s_bufferoffset = 0;
8945         rsurface.passcolor4f = NULL;
8946         rsurface.passcolor4f_vertexbuffer = NULL;
8947         rsurface.passcolor4f_bufferoffset = 0;
8948         rsurface.forcecurrenttextureupdate = true;
8949
8950         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8951         {
8952                 if ((wantnormals || wanttangents) && !normal3f)
8953                 {
8954                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8955                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8956                 }
8957                 if (wanttangents && !svector3f)
8958                 {
8959                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8960                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8961                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8962                 }
8963         }
8964 }
8965
8966 float RSurf_FogPoint(const float *v)
8967 {
8968         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8969         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8970         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8971         float FogHeightFade = r_refdef.fogheightfade;
8972         float fogfrac;
8973         unsigned int fogmasktableindex;
8974         if (r_refdef.fogplaneviewabove)
8975                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8976         else
8977                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8978         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8979         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8980 }
8981
8982 float RSurf_FogVertex(const float *v)
8983 {
8984         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8985         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8986         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8987         float FogHeightFade = rsurface.fogheightfade;
8988         float fogfrac;
8989         unsigned int fogmasktableindex;
8990         if (r_refdef.fogplaneviewabove)
8991                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8992         else
8993                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8994         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8995         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8996 }
8997
8998 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8999 {
9000         int i;
9001         for (i = 0;i < numelements;i++)
9002                 outelement3i[i] = inelement3i[i] + adjust;
9003 }
9004
9005 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9006 extern cvar_t gl_vbo;
9007 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9008 {
9009         int deformindex;
9010         int firsttriangle;
9011         int numtriangles;
9012         int firstvertex;
9013         int endvertex;
9014         int numvertices;
9015         int surfacefirsttriangle;
9016         int surfacenumtriangles;
9017         int surfacefirstvertex;
9018         int surfaceendvertex;
9019         int surfacenumvertices;
9020         int batchnumsurfaces = texturenumsurfaces;
9021         int batchnumvertices;
9022         int batchnumtriangles;
9023         int needsupdate;
9024         int i, j;
9025         qboolean gaps;
9026         qboolean dynamicvertex;
9027         float amplitude;
9028         float animpos;
9029         float scale;
9030         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9031         float waveparms[4];
9032         unsigned char *ub;
9033         q3shaderinfo_deform_t *deform;
9034         const msurface_t *surface, *firstsurface;
9035         r_vertexmesh_t *vertexmesh;
9036         if (!texturenumsurfaces)
9037                 return;
9038         // find vertex range of this surface batch
9039         gaps = false;
9040         firstsurface = texturesurfacelist[0];
9041         firsttriangle = firstsurface->num_firsttriangle;
9042         batchnumvertices = 0;
9043         batchnumtriangles = 0;
9044         firstvertex = endvertex = firstsurface->num_firstvertex;
9045         for (i = 0;i < texturenumsurfaces;i++)
9046         {
9047                 surface = texturesurfacelist[i];
9048                 if (surface != firstsurface + i)
9049                         gaps = true;
9050                 surfacefirstvertex = surface->num_firstvertex;
9051                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9052                 surfacenumvertices = surface->num_vertices;
9053                 surfacenumtriangles = surface->num_triangles;
9054                 if (firstvertex > surfacefirstvertex)
9055                         firstvertex = surfacefirstvertex;
9056                 if (endvertex < surfaceendvertex)
9057                         endvertex = surfaceendvertex;
9058                 batchnumvertices += surfacenumvertices;
9059                 batchnumtriangles += surfacenumtriangles;
9060         }
9061
9062         r_refdef.stats[r_stat_batch_batches]++;
9063         if (gaps)
9064                 r_refdef.stats[r_stat_batch_withgaps]++;
9065         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9066         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9067         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9068
9069         // we now know the vertex range used, and if there are any gaps in it
9070         rsurface.batchfirstvertex = firstvertex;
9071         rsurface.batchnumvertices = endvertex - firstvertex;
9072         rsurface.batchfirsttriangle = firsttriangle;
9073         rsurface.batchnumtriangles = batchnumtriangles;
9074
9075         // this variable holds flags for which properties have been updated that
9076         // may require regenerating vertexmesh array...
9077         needsupdate = 0;
9078
9079         // check if any dynamic vertex processing must occur
9080         dynamicvertex = false;
9081
9082         // a cvar to force the dynamic vertex path to be taken, for debugging
9083         if (r_batch_debugdynamicvertexpath.integer)
9084         {
9085                 if (!dynamicvertex)
9086                 {
9087                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9088                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9089                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9090                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9091                 }
9092                 dynamicvertex = true;
9093         }
9094
9095         // if there is a chance of animated vertex colors, it's a dynamic batch
9096         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9097         {
9098                 if (!dynamicvertex)
9099                 {
9100                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9101                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9102                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9103                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9104                 }
9105                 dynamicvertex = true;
9106                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9107         }
9108
9109         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9110         {
9111                 switch (deform->deform)
9112                 {
9113                 default:
9114                 case Q3DEFORM_PROJECTIONSHADOW:
9115                 case Q3DEFORM_TEXT0:
9116                 case Q3DEFORM_TEXT1:
9117                 case Q3DEFORM_TEXT2:
9118                 case Q3DEFORM_TEXT3:
9119                 case Q3DEFORM_TEXT4:
9120                 case Q3DEFORM_TEXT5:
9121                 case Q3DEFORM_TEXT6:
9122                 case Q3DEFORM_TEXT7:
9123                 case Q3DEFORM_NONE:
9124                         break;
9125                 case Q3DEFORM_AUTOSPRITE:
9126                         if (!dynamicvertex)
9127                         {
9128                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9129                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9130                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9131                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9132                         }
9133                         dynamicvertex = true;
9134                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9135                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9136                         break;
9137                 case Q3DEFORM_AUTOSPRITE2:
9138                         if (!dynamicvertex)
9139                         {
9140                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9141                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9142                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9143                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9144                         }
9145                         dynamicvertex = true;
9146                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9147                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9148                         break;
9149                 case Q3DEFORM_NORMAL:
9150                         if (!dynamicvertex)
9151                         {
9152                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9153                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9154                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9155                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9156                         }
9157                         dynamicvertex = true;
9158                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9159                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9160                         break;
9161                 case Q3DEFORM_WAVE:
9162                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9163                                 break; // if wavefunc is a nop, ignore this transform
9164                         if (!dynamicvertex)
9165                         {
9166                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9167                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9168                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9169                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9170                         }
9171                         dynamicvertex = true;
9172                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9173                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9174                         break;
9175                 case Q3DEFORM_BULGE:
9176                         if (!dynamicvertex)
9177                         {
9178                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9179                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9180                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9181                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9182                         }
9183                         dynamicvertex = true;
9184                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9185                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9186                         break;
9187                 case Q3DEFORM_MOVE:
9188                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9189                                 break; // if wavefunc is a nop, ignore this transform
9190                         if (!dynamicvertex)
9191                         {
9192                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9193                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9194                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9195                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9196                         }
9197                         dynamicvertex = true;
9198                         batchneed |= BATCHNEED_ARRAY_VERTEX;
9199                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9200                         break;
9201                 }
9202         }
9203         switch(rsurface.texture->tcgen.tcgen)
9204         {
9205         default:
9206         case Q3TCGEN_TEXTURE:
9207                 break;
9208         case Q3TCGEN_LIGHTMAP:
9209                 if (!dynamicvertex)
9210                 {
9211                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9212                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9213                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9214                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9215                 }
9216                 dynamicvertex = true;
9217                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9218                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9219                 break;
9220         case Q3TCGEN_VECTOR:
9221                 if (!dynamicvertex)
9222                 {
9223                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9224                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9225                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9226                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9227                 }
9228                 dynamicvertex = true;
9229                 batchneed |= BATCHNEED_ARRAY_VERTEX;
9230                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9231                 break;
9232         case Q3TCGEN_ENVIRONMENT:
9233                 if (!dynamicvertex)
9234                 {
9235                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9236                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9237                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9238                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9239                 }
9240                 dynamicvertex = true;
9241                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9242                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9243                 break;
9244         }
9245         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9246         {
9247                 if (!dynamicvertex)
9248                 {
9249                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9250                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9251                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9252                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9253                 }
9254                 dynamicvertex = true;
9255                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9256                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9257         }
9258
9259         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9260         {
9261                 if (!dynamicvertex)
9262                 {
9263                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9264                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9265                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9266                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9267                 }
9268                 dynamicvertex = true;
9269                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9270         }
9271
9272         // when the model data has no vertex buffer (dynamic mesh), we need to
9273         // eliminate gaps
9274         if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9275                 batchneed |= BATCHNEED_NOGAPS;
9276
9277         // the caller can specify BATCHNEED_NOGAPS to force a batch with
9278         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9279         // we ensure this by treating the vertex batch as dynamic...
9280         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9281         {
9282                 if (!dynamicvertex)
9283                 {
9284                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9285                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9286                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9287                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9288                 }
9289                 dynamicvertex = true;
9290         }
9291
9292         if (dynamicvertex)
9293         {
9294                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9295                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
9296                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
9297                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
9298                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9299                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9300                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9301                 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
9302         }
9303
9304         // if needsupdate, we have to do a dynamic vertex batch for sure
9305         if (needsupdate & batchneed)
9306         {
9307                 if (!dynamicvertex)
9308                 {
9309                         r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9310                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9311                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9312                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9313                 }
9314                 dynamicvertex = true;
9315         }
9316
9317         // see if we need to build vertexmesh from arrays
9318         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9319         {
9320                 if (!dynamicvertex)
9321                 {
9322                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9323                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9324                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9325                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9326                 }
9327                 dynamicvertex = true;
9328         }
9329
9330         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9331         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9332                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9333
9334         rsurface.batchvertex3f = rsurface.modelvertex3f;
9335         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9336         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9337         rsurface.batchsvector3f = rsurface.modelsvector3f;
9338         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9339         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9340         rsurface.batchtvector3f = rsurface.modeltvector3f;
9341         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9342         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9343         rsurface.batchnormal3f = rsurface.modelnormal3f;
9344         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9345         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9346         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9347         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
9348         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
9349         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9350         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
9351         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9352         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9353         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9354         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9355         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9356         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9357         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9358         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9359         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9360         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9361         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9362         rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9363         rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9364         rsurface.batchelement3i = rsurface.modelelement3i;
9365         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9366         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9367         rsurface.batchelement3s = rsurface.modelelement3s;
9368         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9369         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9370         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9371         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9372         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9373         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9374         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9375
9376         // if any dynamic vertex processing has to occur in software, we copy the
9377         // entire surface list together before processing to rebase the vertices
9378         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9379         //
9380         // if any gaps exist and we do not have a static vertex buffer, we have to
9381         // copy the surface list together to avoid wasting upload bandwidth on the
9382         // vertices in the gaps.
9383         //
9384         // if gaps exist and we have a static vertex buffer, we can choose whether
9385         // to combine the index buffer ranges into one dynamic index buffer or
9386         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9387         //
9388         // in many cases the batch is reduced to one draw call.
9389
9390         rsurface.batchmultidraw = false;
9391         rsurface.batchmultidrawnumsurfaces = 0;
9392         rsurface.batchmultidrawsurfacelist = NULL;
9393
9394         if (!dynamicvertex)
9395         {
9396                 // static vertex data, just set pointers...
9397                 rsurface.batchgeneratedvertex = false;
9398                 // if there are gaps, we want to build a combined index buffer,
9399                 // otherwise use the original static buffer with an appropriate offset
9400                 if (gaps)
9401                 {
9402                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9403                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9404                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9405                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9406                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9407                         {
9408                                 rsurface.batchmultidraw = true;
9409                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9410                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9411                                 return;
9412                         }
9413                         // build a new triangle elements array for this batch
9414                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9415                         rsurface.batchfirsttriangle = 0;
9416                         numtriangles = 0;
9417                         for (i = 0;i < texturenumsurfaces;i++)
9418                         {
9419                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9420                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9421                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9422                                 numtriangles += surfacenumtriangles;
9423                         }
9424                         rsurface.batchelement3i_indexbuffer = NULL;
9425                         rsurface.batchelement3i_bufferoffset = 0;
9426                         rsurface.batchelement3s = NULL;
9427                         rsurface.batchelement3s_indexbuffer = NULL;
9428                         rsurface.batchelement3s_bufferoffset = 0;
9429                         if (endvertex <= 65536)
9430                         {
9431                                 // make a 16bit (unsigned short) index array if possible
9432                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9433                                 for (i = 0;i < numtriangles*3;i++)
9434                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9435                         }
9436                         // upload buffer data for the copytriangles batch
9437                         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9438                         {
9439                                 if (rsurface.batchelement3s)
9440                                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9441                                 else if (rsurface.batchelement3i)
9442                                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9443                         }
9444                 }
9445                 else
9446                 {
9447                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
9448                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9449                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9450                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9451                 }
9452                 return;
9453         }
9454
9455         // something needs software processing, do it for real...
9456         // we only directly handle separate array data in this case and then
9457         // generate interleaved data if needed...
9458         rsurface.batchgeneratedvertex = true;
9459         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9460         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9461         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9462         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9463
9464         // now copy the vertex data into a combined array and make an index array
9465         // (this is what Quake3 does all the time)
9466         // we also apply any skeletal animation here that would have been done in
9467         // the vertex shader, because most of the dynamic vertex animation cases
9468         // need actual vertex positions and normals
9469         //if (dynamicvertex)
9470         {
9471                 rsurface.batchvertexmesh = NULL;
9472                 rsurface.batchvertexmesh_vertexbuffer = NULL;
9473                 rsurface.batchvertexmesh_bufferoffset = 0;
9474                 rsurface.batchvertex3f = NULL;
9475                 rsurface.batchvertex3f_vertexbuffer = NULL;
9476                 rsurface.batchvertex3f_bufferoffset = 0;
9477                 rsurface.batchsvector3f = NULL;
9478                 rsurface.batchsvector3f_vertexbuffer = NULL;
9479                 rsurface.batchsvector3f_bufferoffset = 0;
9480                 rsurface.batchtvector3f = NULL;
9481                 rsurface.batchtvector3f_vertexbuffer = NULL;
9482                 rsurface.batchtvector3f_bufferoffset = 0;
9483                 rsurface.batchnormal3f = NULL;
9484                 rsurface.batchnormal3f_vertexbuffer = NULL;
9485                 rsurface.batchnormal3f_bufferoffset = 0;
9486                 rsurface.batchlightmapcolor4f = NULL;
9487                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9488                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9489                 rsurface.batchtexcoordtexture2f = NULL;
9490                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9491                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9492                 rsurface.batchtexcoordlightmap2f = NULL;
9493                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9494                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9495                 rsurface.batchskeletalindex4ub = NULL;
9496                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9497                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9498                 rsurface.batchskeletalweight4ub = NULL;
9499                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9500                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9501                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9502                 rsurface.batchelement3i_indexbuffer = NULL;
9503                 rsurface.batchelement3i_bufferoffset = 0;
9504                 rsurface.batchelement3s = NULL;
9505                 rsurface.batchelement3s_indexbuffer = NULL;
9506                 rsurface.batchelement3s_bufferoffset = 0;
9507                 rsurface.batchskeletaltransform3x4buffer = NULL;
9508                 rsurface.batchskeletaltransform3x4offset = 0;
9509                 rsurface.batchskeletaltransform3x4size = 0;
9510                 // we'll only be setting up certain arrays as needed
9511                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9512                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9513                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9514                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9515                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9516                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9517                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9518                 {
9519                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9520                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9521                 }
9522                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9523                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9524                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9525                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9526                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9527                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9528                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9529                 {
9530                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9531                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9532                 }
9533                 numvertices = 0;
9534                 numtriangles = 0;
9535                 for (i = 0;i < texturenumsurfaces;i++)
9536                 {
9537                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9538                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
9539                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9540                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9541                         // copy only the data requested
9542                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9543                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9544                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9545                         {
9546                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9547                                 {
9548                                         if (rsurface.batchvertex3f)
9549                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9550                                         else
9551                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9552                                 }
9553                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9554                                 {
9555                                         if (rsurface.modelnormal3f)
9556                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9557                                         else
9558                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9559                                 }
9560                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9561                                 {
9562                                         if (rsurface.modelsvector3f)
9563                                         {
9564                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9565                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9566                                         }
9567                                         else
9568                                         {
9569                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9570                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9571                                         }
9572                                 }
9573                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9574                                 {
9575                                         if (rsurface.modellightmapcolor4f)
9576                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9577                                         else
9578                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9579                                 }
9580                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9581                                 {
9582                                         if (rsurface.modeltexcoordtexture2f)
9583                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9584                                         else
9585                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9586                                 }
9587                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9588                                 {
9589                                         if (rsurface.modeltexcoordlightmap2f)
9590                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9591                                         else
9592                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9593                                 }
9594                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9595                                 {
9596                                         if (rsurface.modelskeletalindex4ub)
9597                                         {
9598                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9599                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9600                                         }
9601                                         else
9602                                         {
9603                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9604                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9605                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9606                                                 for (j = 0;j < surfacenumvertices;j++)
9607                                                         ub[j*4] = 255;
9608                                         }
9609                                 }
9610                         }
9611                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9612                         numvertices += surfacenumvertices;
9613                         numtriangles += surfacenumtriangles;
9614                 }
9615
9616                 // generate a 16bit index array as well if possible
9617                 // (in general, dynamic batches fit)
9618                 if (numvertices <= 65536)
9619                 {
9620                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9621                         for (i = 0;i < numtriangles*3;i++)
9622                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9623                 }
9624
9625                 // since we've copied everything, the batch now starts at 0
9626                 rsurface.batchfirstvertex = 0;
9627                 rsurface.batchnumvertices = batchnumvertices;
9628                 rsurface.batchfirsttriangle = 0;
9629                 rsurface.batchnumtriangles = batchnumtriangles;
9630         }
9631
9632         // apply skeletal animation that would have been done in the vertex shader
9633         if (rsurface.batchskeletaltransform3x4)
9634         {
9635                 const unsigned char *si;
9636                 const unsigned char *sw;
9637                 const float *t[4];
9638                 const float *b = rsurface.batchskeletaltransform3x4;
9639                 float *vp, *vs, *vt, *vn;
9640                 float w[4];
9641                 float m[3][4], n[3][4];
9642                 float tp[3], ts[3], tt[3], tn[3];
9643                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9644                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9645                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9646                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9647                 si = rsurface.batchskeletalindex4ub;
9648                 sw = rsurface.batchskeletalweight4ub;
9649                 vp = rsurface.batchvertex3f;
9650                 vs = rsurface.batchsvector3f;
9651                 vt = rsurface.batchtvector3f;
9652                 vn = rsurface.batchnormal3f;
9653                 memset(m[0], 0, sizeof(m));
9654                 memset(n[0], 0, sizeof(n));
9655                 for (i = 0;i < batchnumvertices;i++)
9656                 {
9657                         t[0] = b + si[0]*12;
9658                         if (sw[0] == 255)
9659                         {
9660                                 // common case - only one matrix
9661                                 m[0][0] = t[0][ 0];
9662                                 m[0][1] = t[0][ 1];
9663                                 m[0][2] = t[0][ 2];
9664                                 m[0][3] = t[0][ 3];
9665                                 m[1][0] = t[0][ 4];
9666                                 m[1][1] = t[0][ 5];
9667                                 m[1][2] = t[0][ 6];
9668                                 m[1][3] = t[0][ 7];
9669                                 m[2][0] = t[0][ 8];
9670                                 m[2][1] = t[0][ 9];
9671                                 m[2][2] = t[0][10];
9672                                 m[2][3] = t[0][11];
9673                         }
9674                         else if (sw[2] + sw[3])
9675                         {
9676                                 // blend 4 matrices
9677                                 t[1] = b + si[1]*12;
9678                                 t[2] = b + si[2]*12;
9679                                 t[3] = b + si[3]*12;
9680                                 w[0] = sw[0] * (1.0f / 255.0f);
9681                                 w[1] = sw[1] * (1.0f / 255.0f);
9682                                 w[2] = sw[2] * (1.0f / 255.0f);
9683                                 w[3] = sw[3] * (1.0f / 255.0f);
9684                                 // blend the matrices
9685                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9686                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9687                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9688                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9689                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9690                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9691                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9692                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9693                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9694                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9695                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9696                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9697                         }
9698                         else
9699                         {
9700                                 // blend 2 matrices
9701                                 t[1] = b + si[1]*12;
9702                                 w[0] = sw[0] * (1.0f / 255.0f);
9703                                 w[1] = sw[1] * (1.0f / 255.0f);
9704                                 // blend the matrices
9705                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9706                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9707                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9708                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9709                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9710                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9711                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9712                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9713                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9714                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9715                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9716                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9717                         }
9718                         si += 4;
9719                         sw += 4;
9720                         // modify the vertex
9721                         VectorCopy(vp, tp);
9722                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9723                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9724                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9725                         vp += 3;
9726                         if (vn)
9727                         {
9728                                 // the normal transformation matrix is a set of cross products...
9729                                 CrossProduct(m[1], m[2], n[0]);
9730                                 CrossProduct(m[2], m[0], n[1]);
9731                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9732                                 VectorCopy(vn, tn);
9733                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9734                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9735                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9736                                 VectorNormalize(vn);
9737                                 vn += 3;
9738                                 if (vs)
9739                                 {
9740                                         VectorCopy(vs, ts);
9741                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9742                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9743                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9744                                         VectorNormalize(vs);
9745                                         vs += 3;
9746                                         VectorCopy(vt, tt);
9747                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9748                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9749                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9750                                         VectorNormalize(vt);
9751                                         vt += 3;
9752                                 }
9753                         }
9754                 }
9755                 rsurface.batchskeletaltransform3x4 = NULL;
9756                 rsurface.batchskeletalnumtransforms = 0;
9757         }
9758
9759         // q1bsp surfaces rendered in vertex color mode have to have colors
9760         // calculated based on lightstyles
9761         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9762         {
9763                 // generate color arrays for the surfaces in this list
9764                 int c[4];
9765                 int scale;
9766                 int size3;
9767                 const int *offsets;
9768                 const unsigned char *lm;
9769                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9770                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9771                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9772                 numvertices = 0;
9773                 for (i = 0;i < texturenumsurfaces;i++)
9774                 {
9775                         surface = texturesurfacelist[i];
9776                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9777                         surfacenumvertices = surface->num_vertices;
9778                         if (surface->lightmapinfo->samples)
9779                         {
9780                                 for (j = 0;j < surfacenumvertices;j++)
9781                                 {
9782                                         lm = surface->lightmapinfo->samples + offsets[j];
9783                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9784                                         VectorScale(lm, scale, c);
9785                                         if (surface->lightmapinfo->styles[1] != 255)
9786                                         {
9787                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9788                                                 lm += size3;
9789                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9790                                                 VectorMA(c, scale, lm, c);
9791                                                 if (surface->lightmapinfo->styles[2] != 255)
9792                                                 {
9793                                                         lm += size3;
9794                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9795                                                         VectorMA(c, scale, lm, c);
9796                                                         if (surface->lightmapinfo->styles[3] != 255)
9797                                                         {
9798                                                                 lm += size3;
9799                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9800                                                                 VectorMA(c, scale, lm, c);
9801                                                         }
9802                                                 }
9803                                         }
9804                                         c[0] >>= 7;
9805                                         c[1] >>= 7;
9806                                         c[2] >>= 7;
9807                                         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);
9808                                         numvertices++;
9809                                 }
9810                         }
9811                         else
9812                         {
9813                                 for (j = 0;j < surfacenumvertices;j++)
9814                                 {
9815                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9816                                         numvertices++;
9817                                 }
9818                         }
9819                 }
9820         }
9821
9822         // if vertices are deformed (sprite flares and things in maps, possibly
9823         // water waves, bulges and other deformations), modify the copied vertices
9824         // in place
9825         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9826         {
9827                 switch (deform->deform)
9828                 {
9829                 default:
9830                 case Q3DEFORM_PROJECTIONSHADOW:
9831                 case Q3DEFORM_TEXT0:
9832                 case Q3DEFORM_TEXT1:
9833                 case Q3DEFORM_TEXT2:
9834                 case Q3DEFORM_TEXT3:
9835                 case Q3DEFORM_TEXT4:
9836                 case Q3DEFORM_TEXT5:
9837                 case Q3DEFORM_TEXT6:
9838                 case Q3DEFORM_TEXT7:
9839                 case Q3DEFORM_NONE:
9840                         break;
9841                 case Q3DEFORM_AUTOSPRITE:
9842                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9843                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9844                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9845                         VectorNormalize(newforward);
9846                         VectorNormalize(newright);
9847                         VectorNormalize(newup);
9848 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9849 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9850 //                      rsurface.batchvertex3f_bufferoffset = 0;
9851 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9852 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9853 //                      rsurface.batchsvector3f_bufferoffset = 0;
9854 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9855 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9856 //                      rsurface.batchtvector3f_bufferoffset = 0;
9857 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9858 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9859 //                      rsurface.batchnormal3f_bufferoffset = 0;
9860                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9861                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9862                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9863                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9864                                 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);
9865                         // a single autosprite surface can contain multiple sprites...
9866                         for (j = 0;j < batchnumvertices - 3;j += 4)
9867                         {
9868                                 VectorClear(center);
9869                                 for (i = 0;i < 4;i++)
9870                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9871                                 VectorScale(center, 0.25f, center);
9872                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9873                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9874                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9875                                 for (i = 0;i < 4;i++)
9876                                 {
9877                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9878                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9879                                 }
9880                         }
9881                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9882                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9883                         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);
9884                         break;
9885                 case Q3DEFORM_AUTOSPRITE2:
9886                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9887                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9888                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9889                         VectorNormalize(newforward);
9890                         VectorNormalize(newright);
9891                         VectorNormalize(newup);
9892 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9893 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9894 //                      rsurface.batchvertex3f_bufferoffset = 0;
9895                         {
9896                                 const float *v1, *v2;
9897                                 vec3_t start, end;
9898                                 float f, l;
9899                                 struct
9900                                 {
9901                                         float length2;
9902                                         const float *v1;
9903                                         const float *v2;
9904                                 }
9905                                 shortest[2];
9906                                 memset(shortest, 0, sizeof(shortest));
9907                                 // a single autosprite surface can contain multiple sprites...
9908                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9909                                 {
9910                                         VectorClear(center);
9911                                         for (i = 0;i < 4;i++)
9912                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9913                                         VectorScale(center, 0.25f, center);
9914                                         // find the two shortest edges, then use them to define the
9915                                         // axis vectors for rotating around the central axis
9916                                         for (i = 0;i < 6;i++)
9917                                         {
9918                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9919                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9920                                                 l = VectorDistance2(v1, v2);
9921                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9922                                                 if (v1[2] != v2[2])
9923                                                         l += (1.0f / 1024.0f);
9924                                                 if (shortest[0].length2 > l || i == 0)
9925                                                 {
9926                                                         shortest[1] = shortest[0];
9927                                                         shortest[0].length2 = l;
9928                                                         shortest[0].v1 = v1;
9929                                                         shortest[0].v2 = v2;
9930                                                 }
9931                                                 else if (shortest[1].length2 > l || i == 1)
9932                                                 {
9933                                                         shortest[1].length2 = l;
9934                                                         shortest[1].v1 = v1;
9935                                                         shortest[1].v2 = v2;
9936                                                 }
9937                                         }
9938                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9939                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9940                                         // this calculates the right vector from the shortest edge
9941                                         // and the up vector from the edge midpoints
9942                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9943                                         VectorNormalize(right);
9944                                         VectorSubtract(end, start, up);
9945                                         VectorNormalize(up);
9946                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9947                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9948                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9949                                         VectorNegate(forward, forward);
9950                                         VectorReflect(forward, 0, up, forward);
9951                                         VectorNormalize(forward);
9952                                         CrossProduct(up, forward, newright);
9953                                         VectorNormalize(newright);
9954                                         // rotate the quad around the up axis vector, this is made
9955                                         // especially easy by the fact we know the quad is flat,
9956                                         // so we only have to subtract the center position and
9957                                         // measure distance along the right vector, and then
9958                                         // multiply that by the newright vector and add back the
9959                                         // center position
9960                                         // we also need to subtract the old position to undo the
9961                                         // displacement from the center, which we do with a
9962                                         // DotProduct, the subtraction/addition of center is also
9963                                         // optimized into DotProducts here
9964                                         l = DotProduct(right, center);
9965                                         for (i = 0;i < 4;i++)
9966                                         {
9967                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9968                                                 f = DotProduct(right, v1) - l;
9969                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9970                                         }
9971                                 }
9972                         }
9973                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9974                         {
9975 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9976 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9977 //                              rsurface.batchnormal3f_bufferoffset = 0;
9978                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9979                         }
9980                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9981                         {
9982 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9983 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9984 //                              rsurface.batchsvector3f_bufferoffset = 0;
9985 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9986 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9987 //                              rsurface.batchtvector3f_bufferoffset = 0;
9988                                 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);
9989                         }
9990                         break;
9991                 case Q3DEFORM_NORMAL:
9992                         // deform the normals to make reflections wavey
9993                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9994                         rsurface.batchnormal3f_vertexbuffer = NULL;
9995                         rsurface.batchnormal3f_bufferoffset = 0;
9996                         for (j = 0;j < batchnumvertices;j++)
9997                         {
9998                                 float vertex[3];
9999                                 float *normal = rsurface.batchnormal3f + 3*j;
10000                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10001                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10002                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10003                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10004                                 VectorNormalize(normal);
10005                         }
10006                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10007                         {
10008 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10009 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10010 //                              rsurface.batchsvector3f_bufferoffset = 0;
10011 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10012 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10013 //                              rsurface.batchtvector3f_bufferoffset = 0;
10014                                 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);
10015                         }
10016                         break;
10017                 case Q3DEFORM_WAVE:
10018                         // deform vertex array to make wavey water and flags and such
10019                         waveparms[0] = deform->waveparms[0];
10020                         waveparms[1] = deform->waveparms[1];
10021                         waveparms[2] = deform->waveparms[2];
10022                         waveparms[3] = deform->waveparms[3];
10023                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10024                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10025                         // this is how a divisor of vertex influence on deformation
10026                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10027                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10028 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10029 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10030 //                      rsurface.batchvertex3f_bufferoffset = 0;
10031 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10032 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10033 //                      rsurface.batchnormal3f_bufferoffset = 0;
10034                         for (j = 0;j < batchnumvertices;j++)
10035                         {
10036                                 // if the wavefunc depends on time, evaluate it per-vertex
10037                                 if (waveparms[3])
10038                                 {
10039                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10040                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10041                                 }
10042                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10043                         }
10044                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10045                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10046                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10047                         {
10048 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10049 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10050 //                              rsurface.batchsvector3f_bufferoffset = 0;
10051 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10052 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10053 //                              rsurface.batchtvector3f_bufferoffset = 0;
10054                                 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);
10055                         }
10056                         break;
10057                 case Q3DEFORM_BULGE:
10058                         // deform vertex array to make the surface have moving bulges
10059 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10060 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10061 //                      rsurface.batchvertex3f_bufferoffset = 0;
10062 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10063 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10064 //                      rsurface.batchnormal3f_bufferoffset = 0;
10065                         for (j = 0;j < batchnumvertices;j++)
10066                         {
10067                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10068                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10069                         }
10070                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10071                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10072                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10073                         {
10074 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10075 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10076 //                              rsurface.batchsvector3f_bufferoffset = 0;
10077 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10078 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10079 //                              rsurface.batchtvector3f_bufferoffset = 0;
10080                                 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);
10081                         }
10082                         break;
10083                 case Q3DEFORM_MOVE:
10084                         // deform vertex array
10085                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10086                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10087                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10088                         VectorScale(deform->parms, scale, waveparms);
10089 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10090 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10091 //                      rsurface.batchvertex3f_bufferoffset = 0;
10092                         for (j = 0;j < batchnumvertices;j++)
10093                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10094                         break;
10095                 }
10096         }
10097
10098         if (rsurface.batchtexcoordtexture2f)
10099         {
10100         // generate texcoords based on the chosen texcoord source
10101                 switch(rsurface.texture->tcgen.tcgen)
10102                 {
10103                 default:
10104                 case Q3TCGEN_TEXTURE:
10105                         break;
10106                 case Q3TCGEN_LIGHTMAP:
10107         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10108         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10109         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10110                         if (rsurface.batchtexcoordlightmap2f)
10111                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10112                         break;
10113                 case Q3TCGEN_VECTOR:
10114         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10115         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10116         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10117                         for (j = 0;j < batchnumvertices;j++)
10118                         {
10119                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10120                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10121                         }
10122                         break;
10123                 case Q3TCGEN_ENVIRONMENT:
10124                         // make environment reflections using a spheremap
10125                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10126                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10127                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10128                         for (j = 0;j < batchnumvertices;j++)
10129                         {
10130                                 // identical to Q3A's method, but executed in worldspace so
10131                                 // carried models can be shiny too
10132
10133                                 float viewer[3], d, reflected[3], worldreflected[3];
10134
10135                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10136                                 // VectorNormalize(viewer);
10137
10138                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10139
10140                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10141                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10142                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10143                                 // note: this is proportinal to viewer, so we can normalize later
10144
10145                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10146                                 VectorNormalize(worldreflected);
10147
10148                                 // note: this sphere map only uses world x and z!
10149                                 // so positive and negative y will LOOK THE SAME.
10150                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10151                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10152                         }
10153                         break;
10154                 }
10155                 // the only tcmod that needs software vertex processing is turbulent, so
10156                 // check for it here and apply the changes if needed
10157                 // and we only support that as the first one
10158                 // (handling a mixture of turbulent and other tcmods would be problematic
10159                 //  without punting it entirely to a software path)
10160                 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10161                 {
10162                         amplitude = rsurface.texture->tcmods[0].parms[1];
10163                         animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10164         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10165         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10166         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10167                         for (j = 0;j < batchnumvertices;j++)
10168                         {
10169                                 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);
10170                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10171                         }
10172                 }
10173         }
10174
10175         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10176         {
10177                 // convert the modified arrays to vertex structs
10178 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10179 //              rsurface.batchvertexmesh_vertexbuffer = NULL;
10180 //              rsurface.batchvertexmesh_bufferoffset = 0;
10181                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10182                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10183                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10184                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10185                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10186                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10187                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10188                 {
10189                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10190                         {
10191                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10192                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10193                         }
10194                 }
10195                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10196                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10197                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10198                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10199                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10200                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10201                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10202                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10203                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10204                 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10205                 {
10206                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10207                         {
10208                                 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10209                                 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10210                         }
10211                 }
10212         }
10213
10214         // upload buffer data for the dynamic batch
10215         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10216         {
10217                 if (rsurface.batchvertexmesh)
10218                         rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10219                 else
10220                 {
10221                         if (rsurface.batchvertex3f)
10222                                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10223                         if (rsurface.batchsvector3f)
10224                                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10225                         if (rsurface.batchtvector3f)
10226                                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10227                         if (rsurface.batchnormal3f)
10228                                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10229                         if (rsurface.batchlightmapcolor4f)
10230                                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10231                         if (rsurface.batchtexcoordtexture2f)
10232                                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10233                         if (rsurface.batchtexcoordlightmap2f)
10234                                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10235                         if (rsurface.batchskeletalindex4ub)
10236                                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10237                         if (rsurface.batchskeletalweight4ub)
10238                                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10239                 }
10240                 if (rsurface.batchelement3s)
10241                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10242                 else if (rsurface.batchelement3i)
10243                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10244         }
10245 }
10246
10247 void RSurf_DrawBatch(void)
10248 {
10249         // sometimes a zero triangle surface (usually a degenerate patch) makes it
10250         // through the pipeline, killing it earlier in the pipeline would have
10251         // per-surface overhead rather than per-batch overhead, so it's best to
10252         // reject it here, before it hits glDraw.
10253         if (rsurface.batchnumtriangles == 0)
10254                 return;
10255 #if 0
10256         // batch debugging code
10257         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10258         {
10259                 int i;
10260                 int j;
10261                 int c;
10262                 const int *e;
10263                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10264                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10265                 {
10266                         c = e[i];
10267                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10268                         {
10269                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10270                                 {
10271                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10272                                                 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);
10273                                         break;
10274                                 }
10275                         }
10276                 }
10277         }
10278 #endif
10279         if (rsurface.batchmultidraw)
10280         {
10281                 // issue multiple draws rather than copying index data
10282                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10283                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10284                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10285                 for (i = 0;i < numsurfaces;)
10286                 {
10287                         // combine consecutive surfaces as one draw
10288                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10289                                 if (surfacelist[j] != surfacelist[k] + 1)
10290                                         break;
10291                         firstvertex = surfacelist[i]->num_firstvertex;
10292                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10293                         firsttriangle = surfacelist[i]->num_firsttriangle;
10294                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10295                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10296                         i = j;
10297                 }
10298         }
10299         else
10300         {
10301                 // there is only one consecutive run of index data (may have been combined)
10302                 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);
10303         }
10304 }
10305
10306 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10307 {
10308         // pick the closest matching water plane
10309         int planeindex, vertexindex, bestplaneindex = -1;
10310         float d, bestd;
10311         vec3_t vert;
10312         const float *v;
10313         r_waterstate_waterplane_t *p;
10314         qboolean prepared = false;
10315         bestd = 0;
10316         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10317         {
10318                 if(p->camera_entity != rsurface.texture->camera_entity)
10319                         continue;
10320                 d = 0;
10321                 if(!prepared)
10322                 {
10323                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10324                         prepared = true;
10325                         if(rsurface.batchnumvertices == 0)
10326                                 break;
10327                 }
10328                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10329                 {
10330                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10331                         d += fabs(PlaneDiff(vert, &p->plane));
10332                 }
10333                 if (bestd > d || bestplaneindex < 0)
10334                 {
10335                         bestd = d;
10336                         bestplaneindex = planeindex;
10337                 }
10338         }
10339         return bestplaneindex;
10340         // NOTE: this MAY return a totally unrelated water plane; we can ignore
10341         // this situation though, as it might be better to render single larger
10342         // batches with useless stuff (backface culled for example) than to
10343         // render multiple smaller batches
10344 }
10345
10346 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10347 {
10348         int i;
10349         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10350         rsurface.passcolor4f_vertexbuffer = 0;
10351         rsurface.passcolor4f_bufferoffset = 0;
10352         for (i = 0;i < rsurface.batchnumvertices;i++)
10353                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10354 }
10355
10356 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10357 {
10358         int i;
10359         float f;
10360         const float *v;
10361         const float *c;
10362         float *c2;
10363         if (rsurface.passcolor4f)
10364         {
10365                 // generate color arrays
10366                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10367                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10368                 rsurface.passcolor4f_vertexbuffer = 0;
10369                 rsurface.passcolor4f_bufferoffset = 0;
10370                 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)
10371                 {
10372                         f = RSurf_FogVertex(v);
10373                         c2[0] = c[0] * f;
10374                         c2[1] = c[1] * f;
10375                         c2[2] = c[2] * f;
10376                         c2[3] = c[3];
10377                 }
10378         }
10379         else
10380         {
10381                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10382                 rsurface.passcolor4f_vertexbuffer = 0;
10383                 rsurface.passcolor4f_bufferoffset = 0;
10384                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10385                 {
10386                         f = RSurf_FogVertex(v);
10387                         c2[0] = f;
10388                         c2[1] = f;
10389                         c2[2] = f;
10390                         c2[3] = 1;
10391                 }
10392         }
10393 }
10394
10395 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10396 {
10397         int i;
10398         float f;
10399         const float *v;
10400         const float *c;
10401         float *c2;
10402         if (!rsurface.passcolor4f)
10403                 return;
10404         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10405         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10406         rsurface.passcolor4f_vertexbuffer = 0;
10407         rsurface.passcolor4f_bufferoffset = 0;
10408         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)
10409         {
10410                 f = RSurf_FogVertex(v);
10411                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10412                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10413                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10414                 c2[3] = c[3];
10415         }
10416 }
10417
10418 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10419 {
10420         int i;
10421         const float *c;
10422         float *c2;
10423         if (!rsurface.passcolor4f)
10424                 return;
10425         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10426         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10427         rsurface.passcolor4f_vertexbuffer = 0;
10428         rsurface.passcolor4f_bufferoffset = 0;
10429         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10430         {
10431                 c2[0] = c[0] * r;
10432                 c2[1] = c[1] * g;
10433                 c2[2] = c[2] * b;
10434                 c2[3] = c[3] * a;
10435         }
10436 }
10437
10438 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10439 {
10440         int i;
10441         const float *c;
10442         float *c2;
10443         if (!rsurface.passcolor4f)
10444                 return;
10445         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10446         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10447         rsurface.passcolor4f_vertexbuffer = 0;
10448         rsurface.passcolor4f_bufferoffset = 0;
10449         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10450         {
10451                 c2[0] = c[0] + r_refdef.scene.ambient;
10452                 c2[1] = c[1] + r_refdef.scene.ambient;
10453                 c2[2] = c[2] + r_refdef.scene.ambient;
10454                 c2[3] = c[3];
10455         }
10456 }
10457
10458 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10459 {
10460         // TODO: optimize
10461         rsurface.passcolor4f = NULL;
10462         rsurface.passcolor4f_vertexbuffer = 0;
10463         rsurface.passcolor4f_bufferoffset = 0;
10464         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10465         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10466         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10467         GL_Color(r, g, b, a);
10468         R_Mesh_TexBind(0, rsurface.lightmaptexture);
10469         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10470         R_Mesh_TexMatrix(0, NULL);
10471         RSurf_DrawBatch();
10472 }
10473
10474 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10475 {
10476         // TODO: optimize applyfog && applycolor case
10477         // just apply fog if necessary, and tint the fog color array if necessary
10478         rsurface.passcolor4f = NULL;
10479         rsurface.passcolor4f_vertexbuffer = 0;
10480         rsurface.passcolor4f_bufferoffset = 0;
10481         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10482         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10483         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10484         GL_Color(r, g, b, a);
10485         RSurf_DrawBatch();
10486 }
10487
10488 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10489 {
10490         // TODO: optimize
10491         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10492         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10493         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10494         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10495         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10496         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10497         GL_Color(r, g, b, a);
10498         RSurf_DrawBatch();
10499 }
10500
10501 static void RSurf_DrawBatch_GL11_ClampColor(void)
10502 {
10503         int i;
10504         const float *c1;
10505         float *c2;
10506         if (!rsurface.passcolor4f)
10507                 return;
10508         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10509         {
10510                 c2[0] = bound(0.0f, c1[0], 1.0f);
10511                 c2[1] = bound(0.0f, c1[1], 1.0f);
10512                 c2[2] = bound(0.0f, c1[2], 1.0f);
10513                 c2[3] = bound(0.0f, c1[3], 1.0f);
10514         }
10515 }
10516
10517 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10518 {
10519         int i;
10520         float f;
10521         const float *v;
10522         const float *n;
10523         float *c;
10524         //vec3_t eyedir;
10525
10526         // fake shading
10527         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10528         rsurface.passcolor4f_vertexbuffer = 0;
10529         rsurface.passcolor4f_bufferoffset = 0;
10530         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)
10531         {
10532                 f = -DotProduct(r_refdef.view.forward, n);
10533                 f = max(0, f);
10534                 f = f * 0.85 + 0.15; // work around so stuff won't get black
10535                 f *= r_refdef.lightmapintensity;
10536                 Vector4Set(c, f, f, f, 1);
10537         }
10538 }
10539
10540 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10541 {
10542         RSurf_DrawBatch_GL11_ApplyFakeLight();
10543         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10544         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10545         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10546         GL_Color(r, g, b, a);
10547         RSurf_DrawBatch();
10548 }
10549
10550 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10551 {
10552         int i;
10553         float f;
10554         float alpha;
10555         const float *v;
10556         const float *n;
10557         float *c;
10558         vec3_t ambientcolor;
10559         vec3_t diffusecolor;
10560         vec3_t lightdir;
10561         // TODO: optimize
10562         // model lighting
10563         VectorCopy(rsurface.modellight_lightdir, lightdir);
10564         f = 0.5f * r_refdef.lightmapintensity;
10565         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10566         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10567         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10568         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10569         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10570         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10571         alpha = *a;
10572         if (VectorLength2(diffusecolor) > 0)
10573         {
10574                 // q3-style directional shading
10575                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10576                 rsurface.passcolor4f_vertexbuffer = 0;
10577                 rsurface.passcolor4f_bufferoffset = 0;
10578                 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)
10579                 {
10580                         if ((f = DotProduct(n, lightdir)) > 0)
10581                                 VectorMA(ambientcolor, f, diffusecolor, c);
10582                         else
10583                                 VectorCopy(ambientcolor, c);
10584                         c[3] = alpha;
10585                 }
10586                 *r = 1;
10587                 *g = 1;
10588                 *b = 1;
10589                 *a = 1;
10590                 *applycolor = false;
10591         }
10592         else
10593         {
10594                 *r = ambientcolor[0];
10595                 *g = ambientcolor[1];
10596                 *b = ambientcolor[2];
10597                 rsurface.passcolor4f = NULL;
10598                 rsurface.passcolor4f_vertexbuffer = 0;
10599                 rsurface.passcolor4f_bufferoffset = 0;
10600         }
10601 }
10602
10603 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10604 {
10605         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10606         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10607         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10608         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10609         GL_Color(r, g, b, a);
10610         RSurf_DrawBatch();
10611 }
10612
10613 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10614 {
10615         int i;
10616         float f;
10617         const float *v;
10618         float *c;
10619
10620         // fake shading
10621         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10622         rsurface.passcolor4f_vertexbuffer = 0;
10623         rsurface.passcolor4f_bufferoffset = 0;
10624
10625         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10626         {
10627                 f = 1 - RSurf_FogVertex(v);
10628                 c[0] = r;
10629                 c[1] = g;
10630                 c[2] = b;
10631                 c[3] = f * a;
10632         }
10633 }
10634
10635 void RSurf_SetupDepthAndCulling(void)
10636 {
10637         // submodels are biased to avoid z-fighting with world surfaces that they
10638         // may be exactly overlapping (avoids z-fighting artifacts on certain
10639         // doors and things in Quake maps)
10640         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10641         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10642         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10643         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10644 }
10645
10646 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10647 {
10648         // transparent sky would be ridiculous
10649         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10650                 return;
10651         R_SetupShader_Generic_NoTexture(false, false);
10652         skyrenderlater = true;
10653         RSurf_SetupDepthAndCulling();
10654         GL_DepthMask(true);
10655         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10656         // skymasking on them, and Quake3 never did sky masking (unlike
10657         // software Quake and software Quake2), so disable the sky masking
10658         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10659         // and skymasking also looks very bad when noclipping outside the
10660         // level, so don't use it then either.
10661         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10662         {
10663                 R_Mesh_ResetTextureState();
10664                 if (skyrendermasked)
10665                 {
10666                         R_SetupShader_DepthOrShadow(false, false, false);
10667                         // depth-only (masking)
10668                         GL_ColorMask(0,0,0,0);
10669                         // just to make sure that braindead drivers don't draw
10670                         // anything despite that colormask...
10671                         GL_BlendFunc(GL_ZERO, GL_ONE);
10672                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10673                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10674                 }
10675                 else
10676                 {
10677                         R_SetupShader_Generic_NoTexture(false, false);
10678                         // fog sky
10679                         GL_BlendFunc(GL_ONE, GL_ZERO);
10680                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10681                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10682                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10683                 }
10684                 RSurf_DrawBatch();
10685                 if (skyrendermasked)
10686                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10687         }
10688         R_Mesh_ResetTextureState();
10689         GL_Color(1, 1, 1, 1);
10690 }
10691
10692 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10693 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10694 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10695 {
10696         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10697                 return;
10698         if (prepass)
10699         {
10700                 // render screenspace normalmap to texture
10701                 GL_DepthMask(true);
10702                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10703                 RSurf_DrawBatch();
10704                 return;
10705         }
10706
10707         // bind lightmap texture
10708
10709         // water/refraction/reflection/camera surfaces have to be handled specially
10710         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10711         {
10712                 int start, end, startplaneindex;
10713                 for (start = 0;start < texturenumsurfaces;start = end)
10714                 {
10715                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10716                         if(startplaneindex < 0)
10717                         {
10718                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10719                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10720                                 end = start + 1;
10721                                 continue;
10722                         }
10723                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10724                                 ;
10725                         // now that we have a batch using the same planeindex, render it
10726                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10727                         {
10728                                 // render water or distortion background
10729                                 GL_DepthMask(true);
10730                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10731                                 RSurf_DrawBatch();
10732                                 // blend surface on top
10733                                 GL_DepthMask(false);
10734                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10735                                 RSurf_DrawBatch();
10736                         }
10737                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10738                         {
10739                                 // render surface with reflection texture as input
10740                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10741                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10742                                 RSurf_DrawBatch();
10743                         }
10744                 }
10745                 return;
10746         }
10747
10748         // render surface batch normally
10749         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10750         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);
10751         RSurf_DrawBatch();
10752 }
10753
10754 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10755 {
10756         // OpenGL 1.3 path - anything not completely ancient
10757         qboolean applycolor;
10758         qboolean applyfog;
10759         int layerindex;
10760         const texturelayer_t *layer;
10761         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);
10762         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10763
10764         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10765         {
10766                 vec4_t layercolor;
10767                 int layertexrgbscale;
10768                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10769                 {
10770                         if (layerindex == 0)
10771                                 GL_AlphaTest(true);
10772                         else
10773                         {
10774                                 GL_AlphaTest(false);
10775                                 GL_DepthFunc(GL_EQUAL);
10776                         }
10777                 }
10778                 GL_DepthMask(layer->depthmask && writedepth);
10779                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10780                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10781                 {
10782                         layertexrgbscale = 4;
10783                         VectorScale(layer->color, 0.25f, layercolor);
10784                 }
10785                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10786                 {
10787                         layertexrgbscale = 2;
10788                         VectorScale(layer->color, 0.5f, layercolor);
10789                 }
10790                 else
10791                 {
10792                         layertexrgbscale = 1;
10793                         VectorScale(layer->color, 1.0f, layercolor);
10794                 }
10795                 layercolor[3] = layer->color[3];
10796                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10797                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10798                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10799                 switch (layer->type)
10800                 {
10801                 case TEXTURELAYERTYPE_LITTEXTURE:
10802                         // single-pass lightmapped texture with 2x rgbscale
10803                         R_Mesh_TexBind(0, r_texture_white);
10804                         R_Mesh_TexMatrix(0, NULL);
10805                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10806                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10807                         R_Mesh_TexBind(1, layer->texture);
10808                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10809                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10810                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10811                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10812                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10813                         else if (FAKELIGHT_ENABLED)
10814                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10815                         else if (rsurface.uselightmaptexture)
10816                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10817                         else
10818                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10819                         break;
10820                 case TEXTURELAYERTYPE_TEXTURE:
10821                         // singletexture unlit texture with transparency support
10822                         R_Mesh_TexBind(0, layer->texture);
10823                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10824                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10825                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10826                         R_Mesh_TexBind(1, 0);
10827                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10828                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10829                         break;
10830                 case TEXTURELAYERTYPE_FOG:
10831                         // singletexture fogging
10832                         if (layer->texture)
10833                         {
10834                                 R_Mesh_TexBind(0, layer->texture);
10835                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10836                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10837                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10838                         }
10839                         else
10840                         {
10841                                 R_Mesh_TexBind(0, 0);
10842                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10843                         }
10844                         R_Mesh_TexBind(1, 0);
10845                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10846                         // generate a color array for the fog pass
10847                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10848                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10849                         RSurf_DrawBatch();
10850                         break;
10851                 default:
10852                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10853                 }
10854         }
10855         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10856         {
10857                 GL_DepthFunc(GL_LEQUAL);
10858                 GL_AlphaTest(false);
10859         }
10860 }
10861
10862 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10863 {
10864         // OpenGL 1.1 - crusty old voodoo path
10865         qboolean applyfog;
10866         int layerindex;
10867         const texturelayer_t *layer;
10868         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);
10869         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10870
10871         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10872         {
10873                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10874                 {
10875                         if (layerindex == 0)
10876                                 GL_AlphaTest(true);
10877                         else
10878                         {
10879                                 GL_AlphaTest(false);
10880                                 GL_DepthFunc(GL_EQUAL);
10881                         }
10882                 }
10883                 GL_DepthMask(layer->depthmask && writedepth);
10884                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10885                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10886                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10887                 switch (layer->type)
10888                 {
10889                 case TEXTURELAYERTYPE_LITTEXTURE:
10890                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10891                         {
10892                                 // two-pass lit texture with 2x rgbscale
10893                                 // first the lightmap pass
10894                                 R_Mesh_TexBind(0, r_texture_white);
10895                                 R_Mesh_TexMatrix(0, NULL);
10896                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10897                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10898                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10899                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10900                                 else if (FAKELIGHT_ENABLED)
10901                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10902                                 else if (rsurface.uselightmaptexture)
10903                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10904                                 else
10905                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10906                                 // then apply the texture to it
10907                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10908                                 R_Mesh_TexBind(0, layer->texture);
10909                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10910                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10911                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10912                                 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);
10913                         }
10914                         else
10915                         {
10916                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10917                                 R_Mesh_TexBind(0, layer->texture);
10918                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10919                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10920                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10921                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10922                                         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);
10923                                 else if (FAKELIGHT_ENABLED)
10924                                         RSurf_DrawBatch_GL11_FakeLight(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);
10925                                 else
10926                                         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);
10927                         }
10928                         break;
10929                 case TEXTURELAYERTYPE_TEXTURE:
10930                         // singletexture unlit texture with transparency support
10931                         R_Mesh_TexBind(0, layer->texture);
10932                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10933                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10934                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10935                         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);
10936                         break;
10937                 case TEXTURELAYERTYPE_FOG:
10938                         // singletexture fogging
10939                         if (layer->texture)
10940                         {
10941                                 R_Mesh_TexBind(0, layer->texture);
10942                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10943                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10944                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10945                         }
10946                         else
10947                         {
10948                                 R_Mesh_TexBind(0, 0);
10949                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10950                         }
10951                         // generate a color array for the fog pass
10952                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10953                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10954                         RSurf_DrawBatch();
10955                         break;
10956                 default:
10957                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10958                 }
10959         }
10960         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10961         {
10962                 GL_DepthFunc(GL_LEQUAL);
10963                 GL_AlphaTest(false);
10964         }
10965 }
10966
10967 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10968 {
10969         int vi;
10970         int j;
10971         r_vertexgeneric_t *batchvertex;
10972         float c[4];
10973
10974 //      R_Mesh_ResetTextureState();
10975         R_SetupShader_Generic_NoTexture(false, false);
10976
10977         if(rsurface.texture && rsurface.texture->currentskinframe)
10978         {
10979                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10980                 c[3] *= rsurface.texture->currentalpha;
10981         }
10982         else
10983         {
10984                 c[0] = 1;
10985                 c[1] = 0;
10986                 c[2] = 1;
10987                 c[3] = 1;
10988         }
10989
10990         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10991         {
10992                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10993                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10994                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10995         }
10996
10997         // brighten it up (as texture value 127 means "unlit")
10998         c[0] *= 2 * r_refdef.view.colorscale;
10999         c[1] *= 2 * r_refdef.view.colorscale;
11000         c[2] *= 2 * r_refdef.view.colorscale;
11001
11002         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11003                 c[3] *= r_wateralpha.value;
11004
11005         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11006         {
11007                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11008                 GL_DepthMask(false);
11009         }
11010         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11011         {
11012                 GL_BlendFunc(GL_ONE, GL_ONE);
11013                 GL_DepthMask(false);
11014         }
11015         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11016         {
11017                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11018                 GL_DepthMask(false);
11019         }
11020         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11021         {
11022                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11023                 GL_DepthMask(false);
11024         }
11025         else
11026         {
11027                 GL_BlendFunc(GL_ONE, GL_ZERO);
11028                 GL_DepthMask(writedepth);
11029         }
11030
11031         if (r_showsurfaces.integer == 3)
11032         {
11033                 rsurface.passcolor4f = NULL;
11034
11035                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11036                 {
11037                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11038
11039                         rsurface.passcolor4f = NULL;
11040                         rsurface.passcolor4f_vertexbuffer = 0;
11041                         rsurface.passcolor4f_bufferoffset = 0;
11042                 }
11043                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11044                 {
11045                         qboolean applycolor = true;
11046                         float one = 1.0;
11047
11048                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11049
11050                         r_refdef.lightmapintensity = 1;
11051                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11052                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11053                 }
11054                 else if (FAKELIGHT_ENABLED)
11055                 {
11056                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11057
11058                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
11059                         RSurf_DrawBatch_GL11_ApplyFakeLight();
11060                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11061                 }
11062                 else
11063                 {
11064                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11065
11066                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11067                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11068                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11069                 }
11070
11071                 if(!rsurface.passcolor4f)
11072                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11073
11074                 RSurf_DrawBatch_GL11_ApplyAmbient();
11075                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11076                 if(r_refdef.fogenabled)
11077                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11078                 RSurf_DrawBatch_GL11_ClampColor();
11079
11080                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11081                 R_SetupShader_Generic_NoTexture(false, false);
11082                 RSurf_DrawBatch();
11083         }
11084         else if (!r_refdef.view.showdebug)
11085         {
11086                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11087                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11088                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11089                 {
11090                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11091                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11092                 }
11093                 R_Mesh_PrepareVertices_Generic_Unlock();
11094                 RSurf_DrawBatch();
11095         }
11096         else if (r_showsurfaces.integer == 4)
11097         {
11098                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11099                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11100                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11101                 {
11102                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
11103                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11104                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11105                 }
11106                 R_Mesh_PrepareVertices_Generic_Unlock();
11107                 RSurf_DrawBatch();
11108         }
11109         else if (r_showsurfaces.integer == 2)
11110         {
11111                 const int *e;
11112                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11113                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11114                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11115                 {
11116                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11117                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11118                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11119                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11120                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11121                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11122                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11123                 }
11124                 R_Mesh_PrepareVertices_Generic_Unlock();
11125                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11126         }
11127         else
11128         {
11129                 int texturesurfaceindex;
11130                 int k;
11131                 const msurface_t *surface;
11132                 float surfacecolor4f[4];
11133                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11134                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11135                 vi = 0;
11136                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11137                 {
11138                         surface = texturesurfacelist[texturesurfaceindex];
11139                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11140                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11141                         for (j = 0;j < surface->num_vertices;j++)
11142                         {
11143                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11144                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11145                                 vi++;
11146                         }
11147                 }
11148                 R_Mesh_PrepareVertices_Generic_Unlock();
11149                 RSurf_DrawBatch();
11150         }
11151 }
11152
11153 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11154 {
11155         CHECKGLERROR
11156         RSurf_SetupDepthAndCulling();
11157         if (r_showsurfaces.integer)
11158         {
11159                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11160                 return;
11161         }
11162         switch (vid.renderpath)
11163         {
11164         case RENDERPATH_GL20:
11165         case RENDERPATH_D3D9:
11166         case RENDERPATH_D3D10:
11167         case RENDERPATH_D3D11:
11168         case RENDERPATH_SOFT:
11169         case RENDERPATH_GLES2:
11170                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11171                 break;
11172         case RENDERPATH_GL13:
11173         case RENDERPATH_GLES1:
11174                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11175                 break;
11176         case RENDERPATH_GL11:
11177                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11178                 break;
11179         }
11180         CHECKGLERROR
11181 }
11182
11183 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11184 {
11185         CHECKGLERROR
11186         RSurf_SetupDepthAndCulling();
11187         if (r_showsurfaces.integer)
11188         {
11189                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11190                 return;
11191         }
11192         switch (vid.renderpath)
11193         {
11194         case RENDERPATH_GL20:
11195         case RENDERPATH_D3D9:
11196         case RENDERPATH_D3D10:
11197         case RENDERPATH_D3D11:
11198         case RENDERPATH_SOFT:
11199         case RENDERPATH_GLES2:
11200                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11201                 break;
11202         case RENDERPATH_GL13:
11203         case RENDERPATH_GLES1:
11204                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11205                 break;
11206         case RENDERPATH_GL11:
11207                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11208                 break;
11209         }
11210         CHECKGLERROR
11211 }
11212
11213 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11214 {
11215         int i, j;
11216         int texturenumsurfaces, endsurface;
11217         texture_t *texture;
11218         const msurface_t *surface;
11219         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11220
11221         // if the model is static it doesn't matter what value we give for
11222         // wantnormals and wanttangents, so this logic uses only rules applicable
11223         // to a model, knowing that they are meaningless otherwise
11224         if (ent == r_refdef.scene.worldentity)
11225                 RSurf_ActiveWorldEntity();
11226         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11227                 RSurf_ActiveModelEntity(ent, false, false, false);
11228         else
11229         {
11230                 switch (vid.renderpath)
11231                 {
11232                 case RENDERPATH_GL20:
11233                 case RENDERPATH_D3D9:
11234                 case RENDERPATH_D3D10:
11235                 case RENDERPATH_D3D11:
11236                 case RENDERPATH_SOFT:
11237                 case RENDERPATH_GLES2:
11238                         RSurf_ActiveModelEntity(ent, true, true, false);
11239                         break;
11240                 case RENDERPATH_GL11:
11241                 case RENDERPATH_GL13:
11242                 case RENDERPATH_GLES1:
11243                         RSurf_ActiveModelEntity(ent, true, false, false);
11244                         break;
11245                 }
11246         }
11247
11248         if (r_transparentdepthmasking.integer)
11249         {
11250                 qboolean setup = false;
11251                 for (i = 0;i < numsurfaces;i = j)
11252                 {
11253                         j = i + 1;
11254                         surface = rsurface.modelsurfaces + surfacelist[i];
11255                         texture = surface->texture;
11256                         rsurface.texture = R_GetCurrentTexture(texture);
11257                         rsurface.lightmaptexture = NULL;
11258                         rsurface.deluxemaptexture = NULL;
11259                         rsurface.uselightmaptexture = false;
11260                         // scan ahead until we find a different texture
11261                         endsurface = min(i + 1024, numsurfaces);
11262                         texturenumsurfaces = 0;
11263                         texturesurfacelist[texturenumsurfaces++] = surface;
11264                         for (;j < endsurface;j++)
11265                         {
11266                                 surface = rsurface.modelsurfaces + surfacelist[j];
11267                                 if (texture != surface->texture)
11268                                         break;
11269                                 texturesurfacelist[texturenumsurfaces++] = surface;
11270                         }
11271                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11272                                 continue;
11273                         // render the range of surfaces as depth
11274                         if (!setup)
11275                         {
11276                                 setup = true;
11277                                 GL_ColorMask(0,0,0,0);
11278                                 GL_Color(1,1,1,1);
11279                                 GL_DepthTest(true);
11280                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11281                                 GL_DepthMask(true);
11282 //                              R_Mesh_ResetTextureState();
11283                         }
11284                         RSurf_SetupDepthAndCulling();
11285                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11286                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11287                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11288                         RSurf_DrawBatch();
11289                 }
11290                 if (setup)
11291                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11292         }
11293
11294         for (i = 0;i < numsurfaces;i = j)
11295         {
11296                 j = i + 1;
11297                 surface = rsurface.modelsurfaces + surfacelist[i];
11298                 texture = surface->texture;
11299                 rsurface.texture = R_GetCurrentTexture(texture);
11300                 // scan ahead until we find a different texture
11301                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11302                 texturenumsurfaces = 0;
11303                 texturesurfacelist[texturenumsurfaces++] = surface;
11304                 if(FAKELIGHT_ENABLED)
11305                 {
11306                         rsurface.lightmaptexture = NULL;
11307                         rsurface.deluxemaptexture = NULL;
11308                         rsurface.uselightmaptexture = false;
11309                         for (;j < endsurface;j++)
11310                         {
11311                                 surface = rsurface.modelsurfaces + surfacelist[j];
11312                                 if (texture != surface->texture)
11313                                         break;
11314                                 texturesurfacelist[texturenumsurfaces++] = surface;
11315                         }
11316                 }
11317                 else
11318                 {
11319                         rsurface.lightmaptexture = surface->lightmaptexture;
11320                         rsurface.deluxemaptexture = surface->deluxemaptexture;
11321                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11322                         for (;j < endsurface;j++)
11323                         {
11324                                 surface = rsurface.modelsurfaces + surfacelist[j];
11325                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11326                                         break;
11327                                 texturesurfacelist[texturenumsurfaces++] = surface;
11328                         }
11329                 }
11330                 // render the range of surfaces
11331                 if (ent == r_refdef.scene.worldentity)
11332                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11333                 else
11334                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11335         }
11336         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11337 }
11338
11339 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11340 {
11341         // transparent surfaces get pushed off into the transparent queue
11342         int surfacelistindex;
11343         const msurface_t *surface;
11344         vec3_t tempcenter, center;
11345         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11346         {
11347                 surface = texturesurfacelist[surfacelistindex];
11348                 if (r_transparent_sortsurfacesbynearest.integer)
11349                 {
11350                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11351                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11352                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11353                 }
11354                 else
11355                 {
11356                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11357                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11358                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11359                 }
11360                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11361                 if (rsurface.entity->transparent_offset) // transparent offset
11362                 {
11363                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11364                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11365                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11366                 }
11367                 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11368         }
11369 }
11370
11371 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11372 {
11373         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11374                 return;
11375         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11376                 return;
11377         RSurf_SetupDepthAndCulling();
11378         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11379         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11380         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11381         RSurf_DrawBatch();
11382 }
11383
11384 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11385 {
11386         CHECKGLERROR
11387         if (depthonly)
11388                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11389         else if (prepass)
11390         {
11391                 if (!rsurface.texture->currentnumlayers)
11392                         return;
11393                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11394                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11395                 else
11396                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11397         }
11398         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11399                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11400         else if (!rsurface.texture->currentnumlayers)
11401                 return;
11402         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11403         {
11404                 // in the deferred case, transparent surfaces were queued during prepass
11405                 if (!r_shadow_usingdeferredprepass)
11406                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11407         }
11408         else
11409         {
11410                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11411                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11412         }
11413         CHECKGLERROR
11414 }
11415
11416 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11417 {
11418         int i, j;
11419         texture_t *texture;
11420         R_FrameData_SetMark();
11421         // break the surface list down into batches by texture and use of lightmapping
11422         for (i = 0;i < numsurfaces;i = j)
11423         {
11424                 j = i + 1;
11425                 // texture is the base texture pointer, rsurface.texture is the
11426                 // current frame/skin the texture is directing us to use (for example
11427                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11428                 // use skin 1 instead)
11429                 texture = surfacelist[i]->texture;
11430                 rsurface.texture = R_GetCurrentTexture(texture);
11431                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11432                 {
11433                         // if this texture is not the kind we want, skip ahead to the next one
11434                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11435                                 ;
11436                         continue;
11437                 }
11438                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11439                 {
11440                         rsurface.lightmaptexture = NULL;
11441                         rsurface.deluxemaptexture = NULL;
11442                         rsurface.uselightmaptexture = false;
11443                         // simply scan ahead until we find a different texture or lightmap state
11444                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11445                                 ;
11446                 }
11447                 else
11448                 {
11449                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11450                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11451                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11452                         // simply scan ahead until we find a different texture or lightmap state
11453                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11454                                 ;
11455                 }
11456                 // render the range of surfaces
11457                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11458         }
11459         R_FrameData_ReturnToMark();
11460 }
11461
11462 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11463 {
11464         CHECKGLERROR
11465         if (depthonly)
11466                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11467         else if (prepass)
11468         {
11469                 if (!rsurface.texture->currentnumlayers)
11470                         return;
11471                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11472                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11473                 else
11474                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11475         }
11476         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11477                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11478         else if (!rsurface.texture->currentnumlayers)
11479                 return;
11480         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11481         {
11482                 // in the deferred case, transparent surfaces were queued during prepass
11483                 if (!r_shadow_usingdeferredprepass)
11484                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11485         }
11486         else
11487         {
11488                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11489                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11490         }
11491         CHECKGLERROR
11492 }
11493
11494 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11495 {
11496         int i, j;
11497         texture_t *texture;
11498         R_FrameData_SetMark();
11499         // break the surface list down into batches by texture and use of lightmapping
11500         for (i = 0;i < numsurfaces;i = j)
11501         {
11502                 j = i + 1;
11503                 // texture is the base texture pointer, rsurface.texture is the
11504                 // current frame/skin the texture is directing us to use (for example
11505                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11506                 // use skin 1 instead)
11507                 texture = surfacelist[i]->texture;
11508                 rsurface.texture = R_GetCurrentTexture(texture);
11509                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11510                 {
11511                         // if this texture is not the kind we want, skip ahead to the next one
11512                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11513                                 ;
11514                         continue;
11515                 }
11516                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11517                 {
11518                         rsurface.lightmaptexture = NULL;
11519                         rsurface.deluxemaptexture = NULL;
11520                         rsurface.uselightmaptexture = false;
11521                         // simply scan ahead until we find a different texture or lightmap state
11522                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11523                                 ;
11524                 }
11525                 else
11526                 {
11527                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11528                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11529                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11530                         // simply scan ahead until we find a different texture or lightmap state
11531                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11532                                 ;
11533                 }
11534                 // render the range of surfaces
11535                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11536         }
11537         R_FrameData_ReturnToMark();
11538 }
11539
11540 float locboxvertex3f[6*4*3] =
11541 {
11542         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11543         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11544         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11545         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11546         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11547         1,0,0, 0,0,0, 0,1,0, 1,1,0
11548 };
11549
11550 unsigned short locboxelements[6*2*3] =
11551 {
11552          0, 1, 2, 0, 2, 3,
11553          4, 5, 6, 4, 6, 7,
11554          8, 9,10, 8,10,11,
11555         12,13,14, 12,14,15,
11556         16,17,18, 16,18,19,
11557         20,21,22, 20,22,23
11558 };
11559
11560 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11561 {
11562         int i, j;
11563         cl_locnode_t *loc = (cl_locnode_t *)ent;
11564         vec3_t mins, size;
11565         float vertex3f[6*4*3];
11566         CHECKGLERROR
11567         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11568         GL_DepthMask(false);
11569         GL_DepthRange(0, 1);
11570         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11571         GL_DepthTest(true);
11572         GL_CullFace(GL_NONE);
11573         R_EntityMatrix(&identitymatrix);
11574
11575 //      R_Mesh_ResetTextureState();
11576
11577         i = surfacelist[0];
11578         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11579                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11580                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11581                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11582
11583         if (VectorCompare(loc->mins, loc->maxs))
11584         {
11585                 VectorSet(size, 2, 2, 2);
11586                 VectorMA(loc->mins, -0.5f, size, mins);
11587         }
11588         else
11589         {
11590                 VectorCopy(loc->mins, mins);
11591                 VectorSubtract(loc->maxs, loc->mins, size);
11592         }
11593
11594         for (i = 0;i < 6*4*3;)
11595                 for (j = 0;j < 3;j++, i++)
11596                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11597
11598         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11599         R_SetupShader_Generic_NoTexture(false, false);
11600         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11601 }
11602
11603 void R_DrawLocs(void)
11604 {
11605         int index;
11606         cl_locnode_t *loc, *nearestloc;
11607         vec3_t center;
11608         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11609         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11610         {
11611                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11612                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11613         }
11614 }
11615
11616 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11617 {
11618         if (decalsystem->decals)
11619                 Mem_Free(decalsystem->decals);
11620         memset(decalsystem, 0, sizeof(*decalsystem));
11621 }
11622
11623 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)
11624 {
11625         tridecal_t *decal;
11626         tridecal_t *decals;
11627         int i;
11628
11629         // expand or initialize the system
11630         if (decalsystem->maxdecals <= decalsystem->numdecals)
11631         {
11632                 decalsystem_t old = *decalsystem;
11633                 qboolean useshortelements;
11634                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11635                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11636                 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)));
11637                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11638                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11639                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11640                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11641                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11642                 if (decalsystem->numdecals)
11643                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11644                 if (old.decals)
11645                         Mem_Free(old.decals);
11646                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11647                         decalsystem->element3i[i] = i;
11648                 if (useshortelements)
11649                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11650                                 decalsystem->element3s[i] = i;
11651         }
11652
11653         // grab a decal and search for another free slot for the next one
11654         decals = decalsystem->decals;
11655         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11656         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11657                 ;
11658         decalsystem->freedecal = i;
11659         if (decalsystem->numdecals <= i)
11660                 decalsystem->numdecals = i + 1;
11661
11662         // initialize the decal
11663         decal->lived = 0;
11664         decal->triangleindex = triangleindex;
11665         decal->surfaceindex = surfaceindex;
11666         decal->decalsequence = decalsequence;
11667         decal->color4f[0][0] = c0[0];
11668         decal->color4f[0][1] = c0[1];
11669         decal->color4f[0][2] = c0[2];
11670         decal->color4f[0][3] = 1;
11671         decal->color4f[1][0] = c1[0];
11672         decal->color4f[1][1] = c1[1];
11673         decal->color4f[1][2] = c1[2];
11674         decal->color4f[1][3] = 1;
11675         decal->color4f[2][0] = c2[0];
11676         decal->color4f[2][1] = c2[1];
11677         decal->color4f[2][2] = c2[2];
11678         decal->color4f[2][3] = 1;
11679         decal->vertex3f[0][0] = v0[0];
11680         decal->vertex3f[0][1] = v0[1];
11681         decal->vertex3f[0][2] = v0[2];
11682         decal->vertex3f[1][0] = v1[0];
11683         decal->vertex3f[1][1] = v1[1];
11684         decal->vertex3f[1][2] = v1[2];
11685         decal->vertex3f[2][0] = v2[0];
11686         decal->vertex3f[2][1] = v2[1];
11687         decal->vertex3f[2][2] = v2[2];
11688         decal->texcoord2f[0][0] = t0[0];
11689         decal->texcoord2f[0][1] = t0[1];
11690         decal->texcoord2f[1][0] = t1[0];
11691         decal->texcoord2f[1][1] = t1[1];
11692         decal->texcoord2f[2][0] = t2[0];
11693         decal->texcoord2f[2][1] = t2[1];
11694         TriangleNormal(v0, v1, v2, decal->plane);
11695         VectorNormalize(decal->plane);
11696         decal->plane[3] = DotProduct(v0, decal->plane);
11697 }
11698
11699 extern cvar_t cl_decals_bias;
11700 extern cvar_t cl_decals_models;
11701 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11702 // baseparms, parms, temps
11703 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)
11704 {
11705         int cornerindex;
11706         int index;
11707         float v[9][3];
11708         const float *vertex3f;
11709         const float *normal3f;
11710         int numpoints;
11711         float points[2][9][3];
11712         float temp[3];
11713         float tc[9][2];
11714         float f;
11715         float c[9][4];
11716         const int *e;
11717
11718         e = rsurface.modelelement3i + 3*triangleindex;
11719
11720         vertex3f = rsurface.modelvertex3f;
11721         normal3f = rsurface.modelnormal3f;
11722
11723         if (normal3f)
11724         {
11725                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11726                 {
11727                         index = 3*e[cornerindex];
11728                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11729                 }
11730         }
11731         else
11732         {
11733                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11734                 {
11735                         index = 3*e[cornerindex];
11736                         VectorCopy(vertex3f + index, v[cornerindex]);
11737                 }
11738         }
11739
11740         // cull backfaces
11741         //TriangleNormal(v[0], v[1], v[2], normal);
11742         //if (DotProduct(normal, localnormal) < 0.0f)
11743         //      continue;
11744         // clip by each of the box planes formed from the projection matrix
11745         // if anything survives, we emit the decal
11746         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]);
11747         if (numpoints < 3)
11748                 return;
11749         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]);
11750         if (numpoints < 3)
11751                 return;
11752         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]);
11753         if (numpoints < 3)
11754                 return;
11755         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]);
11756         if (numpoints < 3)
11757                 return;
11758         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]);
11759         if (numpoints < 3)
11760                 return;
11761         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]);
11762         if (numpoints < 3)
11763                 return;
11764         // some part of the triangle survived, so we have to accept it...
11765         if (dynamic)
11766         {
11767                 // dynamic always uses the original triangle
11768                 numpoints = 3;
11769                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11770                 {
11771                         index = 3*e[cornerindex];
11772                         VectorCopy(vertex3f + index, v[cornerindex]);
11773                 }
11774         }
11775         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11776         {
11777                 // convert vertex positions to texcoords
11778                 Matrix4x4_Transform(projection, v[cornerindex], temp);
11779                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11780                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11781                 // calculate distance fade from the projection origin
11782                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11783                 f = bound(0.0f, f, 1.0f);
11784                 c[cornerindex][0] = r * f;
11785                 c[cornerindex][1] = g * f;
11786                 c[cornerindex][2] = b * f;
11787                 c[cornerindex][3] = 1.0f;
11788                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11789         }
11790         if (dynamic)
11791                 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);
11792         else
11793                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11794                         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);
11795 }
11796 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)
11797 {
11798         matrix4x4_t projection;
11799         decalsystem_t *decalsystem;
11800         qboolean dynamic;
11801         dp_model_t *model;
11802         const msurface_t *surface;
11803         const msurface_t *surfaces;
11804         const int *surfacelist;
11805         const texture_t *texture;
11806         int numtriangles;
11807         int numsurfacelist;
11808         int surfacelistindex;
11809         int surfaceindex;
11810         int triangleindex;
11811         float localorigin[3];
11812         float localnormal[3];
11813         float localmins[3];
11814         float localmaxs[3];
11815         float localsize;
11816         //float normal[3];
11817         float planes[6][4];
11818         float angles[3];
11819         bih_t *bih;
11820         int bih_triangles_count;
11821         int bih_triangles[256];
11822         int bih_surfaces[256];
11823
11824         decalsystem = &ent->decalsystem;
11825         model = ent->model;
11826         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11827         {
11828                 R_DecalSystem_Reset(&ent->decalsystem);
11829                 return;
11830         }
11831
11832         if (!model->brush.data_leafs && !cl_decals_models.integer)
11833         {
11834                 if (decalsystem->model)
11835                         R_DecalSystem_Reset(decalsystem);
11836                 return;
11837         }
11838
11839         if (decalsystem->model != model)
11840                 R_DecalSystem_Reset(decalsystem);
11841         decalsystem->model = model;
11842
11843         RSurf_ActiveModelEntity(ent, true, false, false);
11844
11845         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11846         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11847         VectorNormalize(localnormal);
11848         localsize = worldsize*rsurface.inversematrixscale;
11849         localmins[0] = localorigin[0] - localsize;
11850         localmins[1] = localorigin[1] - localsize;
11851         localmins[2] = localorigin[2] - localsize;
11852         localmaxs[0] = localorigin[0] + localsize;
11853         localmaxs[1] = localorigin[1] + localsize;
11854         localmaxs[2] = localorigin[2] + localsize;
11855
11856         //VectorCopy(localnormal, planes[4]);
11857         //VectorVectors(planes[4], planes[2], planes[0]);
11858         AnglesFromVectors(angles, localnormal, NULL, false);
11859         AngleVectors(angles, planes[0], planes[2], planes[4]);
11860         VectorNegate(planes[0], planes[1]);
11861         VectorNegate(planes[2], planes[3]);
11862         VectorNegate(planes[4], planes[5]);
11863         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11864         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11865         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11866         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11867         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11868         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11869
11870 #if 1
11871 // works
11872 {
11873         matrix4x4_t forwardprojection;
11874         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11875         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11876 }
11877 #else
11878 // broken
11879 {
11880         float projectionvector[4][3];
11881         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11882         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11883         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11884         projectionvector[0][0] = planes[0][0] * ilocalsize;
11885         projectionvector[0][1] = planes[1][0] * ilocalsize;
11886         projectionvector[0][2] = planes[2][0] * ilocalsize;
11887         projectionvector[1][0] = planes[0][1] * ilocalsize;
11888         projectionvector[1][1] = planes[1][1] * ilocalsize;
11889         projectionvector[1][2] = planes[2][1] * ilocalsize;
11890         projectionvector[2][0] = planes[0][2] * ilocalsize;
11891         projectionvector[2][1] = planes[1][2] * ilocalsize;
11892         projectionvector[2][2] = planes[2][2] * ilocalsize;
11893         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11894         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11895         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11896         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11897 }
11898 #endif
11899
11900         dynamic = model->surfmesh.isanimated;
11901         numsurfacelist = model->nummodelsurfaces;
11902         surfacelist = model->sortedmodelsurfaces;
11903         surfaces = model->data_surfaces;
11904
11905         bih = NULL;
11906         bih_triangles_count = -1;
11907         if(!dynamic)
11908         {
11909                 if(model->render_bih.numleafs)
11910                         bih = &model->render_bih;
11911                 else if(model->collision_bih.numleafs)
11912                         bih = &model->collision_bih;
11913         }
11914         if(bih)
11915                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11916         if(bih_triangles_count == 0)
11917                 return;
11918         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11919                 return;
11920         if(bih_triangles_count > 0)
11921         {
11922                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11923                 {
11924                         surfaceindex = bih_surfaces[triangleindex];
11925                         surface = surfaces + surfaceindex;
11926                         texture = surface->texture;
11927                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11928                                 continue;
11929                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11930                                 continue;
11931                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11932                 }
11933         }
11934         else
11935         {
11936                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11937                 {
11938                         surfaceindex = surfacelist[surfacelistindex];
11939                         surface = surfaces + surfaceindex;
11940                         // check cull box first because it rejects more than any other check
11941                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11942                                 continue;
11943                         // skip transparent surfaces
11944                         texture = surface->texture;
11945                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11946                                 continue;
11947                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11948                                 continue;
11949                         numtriangles = surface->num_triangles;
11950                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11951                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11952                 }
11953         }
11954 }
11955
11956 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11957 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)
11958 {
11959         int renderentityindex;
11960         float worldmins[3];
11961         float worldmaxs[3];
11962         entity_render_t *ent;
11963
11964         if (!cl_decals_newsystem.integer)
11965                 return;
11966
11967         worldmins[0] = worldorigin[0] - worldsize;
11968         worldmins[1] = worldorigin[1] - worldsize;
11969         worldmins[2] = worldorigin[2] - worldsize;
11970         worldmaxs[0] = worldorigin[0] + worldsize;
11971         worldmaxs[1] = worldorigin[1] + worldsize;
11972         worldmaxs[2] = worldorigin[2] + worldsize;
11973
11974         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11975
11976         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11977         {
11978                 ent = r_refdef.scene.entities[renderentityindex];
11979                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11980                         continue;
11981
11982                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11983         }
11984 }
11985
11986 typedef struct r_decalsystem_splatqueue_s
11987 {
11988         vec3_t worldorigin;
11989         vec3_t worldnormal;
11990         float color[4];
11991         float tcrange[4];
11992         float worldsize;
11993         int decalsequence;
11994 }
11995 r_decalsystem_splatqueue_t;
11996
11997 int r_decalsystem_numqueued = 0;
11998 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11999
12000 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)
12001 {
12002         r_decalsystem_splatqueue_t *queue;
12003
12004         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12005                 return;
12006
12007         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12008         VectorCopy(worldorigin, queue->worldorigin);
12009         VectorCopy(worldnormal, queue->worldnormal);
12010         Vector4Set(queue->color, r, g, b, a);
12011         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12012         queue->worldsize = worldsize;
12013         queue->decalsequence = cl.decalsequence++;
12014 }
12015
12016 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12017 {
12018         int i;
12019         r_decalsystem_splatqueue_t *queue;
12020
12021         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12022                 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);
12023         r_decalsystem_numqueued = 0;
12024 }
12025
12026 extern cvar_t cl_decals_max;
12027 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12028 {
12029         int i;
12030         decalsystem_t *decalsystem = &ent->decalsystem;
12031         int numdecals;
12032         int killsequence;
12033         tridecal_t *decal;
12034         float frametime;
12035         float lifetime;
12036
12037         if (!decalsystem->numdecals)
12038                 return;
12039
12040         if (r_showsurfaces.integer)
12041                 return;
12042
12043         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12044         {
12045                 R_DecalSystem_Reset(decalsystem);
12046                 return;
12047         }
12048
12049         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12050         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12051
12052         if (decalsystem->lastupdatetime)
12053                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12054         else
12055                 frametime = 0;
12056         decalsystem->lastupdatetime = r_refdef.scene.time;
12057         numdecals = decalsystem->numdecals;
12058
12059         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12060         {
12061                 if (decal->color4f[0][3])
12062                 {
12063                         decal->lived += frametime;
12064                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12065                         {
12066                                 memset(decal, 0, sizeof(*decal));
12067                                 if (decalsystem->freedecal > i)
12068                                         decalsystem->freedecal = i;
12069                         }
12070                 }
12071         }
12072         decal = decalsystem->decals;
12073         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12074                 numdecals--;
12075
12076         // collapse the array by shuffling the tail decals into the gaps
12077         for (;;)
12078         {
12079                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12080                         decalsystem->freedecal++;
12081                 if (decalsystem->freedecal == numdecals)
12082                         break;
12083                 decal[decalsystem->freedecal] = decal[--numdecals];
12084         }
12085
12086         decalsystem->numdecals = numdecals;
12087
12088         if (numdecals <= 0)
12089         {
12090                 // if there are no decals left, reset decalsystem
12091                 R_DecalSystem_Reset(decalsystem);
12092         }
12093 }
12094
12095 extern skinframe_t *decalskinframe;
12096 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12097 {
12098         int i;
12099         decalsystem_t *decalsystem = &ent->decalsystem;
12100         int numdecals;
12101         tridecal_t *decal;
12102         float faderate;
12103         float alpha;
12104         float *v3f;
12105         float *c4f;
12106         float *t2f;
12107         const int *e;
12108         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12109         int numtris = 0;
12110
12111         numdecals = decalsystem->numdecals;
12112         if (!numdecals)
12113                 return;
12114
12115         if (r_showsurfaces.integer)
12116                 return;
12117
12118         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12119         {
12120                 R_DecalSystem_Reset(decalsystem);
12121                 return;
12122         }
12123
12124         // if the model is static it doesn't matter what value we give for
12125         // wantnormals and wanttangents, so this logic uses only rules applicable
12126         // to a model, knowing that they are meaningless otherwise
12127         if (ent == r_refdef.scene.worldentity)
12128                 RSurf_ActiveWorldEntity();
12129         else
12130                 RSurf_ActiveModelEntity(ent, false, false, false);
12131
12132         decalsystem->lastupdatetime = r_refdef.scene.time;
12133
12134         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12135
12136         // update vertex positions for animated models
12137         v3f = decalsystem->vertex3f;
12138         c4f = decalsystem->color4f;
12139         t2f = decalsystem->texcoord2f;
12140         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12141         {
12142                 if (!decal->color4f[0][3])
12143                         continue;
12144
12145                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12146                         continue;
12147
12148                 // skip backfaces
12149                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12150                         continue;
12151
12152                 // update color values for fading decals
12153                 if (decal->lived >= cl_decals_time.value)
12154                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12155                 else
12156                         alpha = 1.0f;
12157
12158                 c4f[ 0] = decal->color4f[0][0] * alpha;
12159                 c4f[ 1] = decal->color4f[0][1] * alpha;
12160                 c4f[ 2] = decal->color4f[0][2] * alpha;
12161                 c4f[ 3] = 1;
12162                 c4f[ 4] = decal->color4f[1][0] * alpha;
12163                 c4f[ 5] = decal->color4f[1][1] * alpha;
12164                 c4f[ 6] = decal->color4f[1][2] * alpha;
12165                 c4f[ 7] = 1;
12166                 c4f[ 8] = decal->color4f[2][0] * alpha;
12167                 c4f[ 9] = decal->color4f[2][1] * alpha;
12168                 c4f[10] = decal->color4f[2][2] * alpha;
12169                 c4f[11] = 1;
12170
12171                 t2f[0] = decal->texcoord2f[0][0];
12172                 t2f[1] = decal->texcoord2f[0][1];
12173                 t2f[2] = decal->texcoord2f[1][0];
12174                 t2f[3] = decal->texcoord2f[1][1];
12175                 t2f[4] = decal->texcoord2f[2][0];
12176                 t2f[5] = decal->texcoord2f[2][1];
12177
12178                 // update vertex positions for animated models
12179                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12180                 {
12181                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12182                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12183                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12184                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12185                 }
12186                 else
12187                 {
12188                         VectorCopy(decal->vertex3f[0], v3f);
12189                         VectorCopy(decal->vertex3f[1], v3f + 3);
12190                         VectorCopy(decal->vertex3f[2], v3f + 6);
12191                 }
12192
12193                 if (r_refdef.fogenabled)
12194                 {
12195                         alpha = RSurf_FogVertex(v3f);
12196                         VectorScale(c4f, alpha, c4f);
12197                         alpha = RSurf_FogVertex(v3f + 3);
12198                         VectorScale(c4f + 4, alpha, c4f + 4);
12199                         alpha = RSurf_FogVertex(v3f + 6);
12200                         VectorScale(c4f + 8, alpha, c4f + 8);
12201                 }
12202
12203                 v3f += 9;
12204                 c4f += 12;
12205                 t2f += 6;
12206                 numtris++;
12207         }
12208
12209         if (numtris > 0)
12210         {
12211                 r_refdef.stats[r_stat_drawndecals] += numtris;
12212
12213                 // now render the decals all at once
12214                 // (this assumes they all use one particle font texture!)
12215                 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);
12216 //              R_Mesh_ResetTextureState();
12217                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12218                 GL_DepthMask(false);
12219                 GL_DepthRange(0, 1);
12220                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12221                 GL_DepthTest(true);
12222                 GL_CullFace(GL_NONE);
12223                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12224                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12225                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12226         }
12227 }
12228
12229 static void R_DrawModelDecals(void)
12230 {
12231         int i, numdecals;
12232
12233         // fade faster when there are too many decals
12234         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12235         for (i = 0;i < r_refdef.scene.numentities;i++)
12236                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12237
12238         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12239         for (i = 0;i < r_refdef.scene.numentities;i++)
12240                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12241                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12242
12243         R_DecalSystem_ApplySplatEntitiesQueue();
12244
12245         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12246         for (i = 0;i < r_refdef.scene.numentities;i++)
12247                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12248
12249         r_refdef.stats[r_stat_totaldecals] += numdecals;
12250
12251         if (r_showsurfaces.integer)
12252                 return;
12253
12254         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12255
12256         for (i = 0;i < r_refdef.scene.numentities;i++)
12257         {
12258                 if (!r_refdef.viewcache.entityvisible[i])
12259                         continue;
12260                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12261                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12262         }
12263 }
12264
12265 extern cvar_t mod_collision_bih;
12266 static void R_DrawDebugModel(void)
12267 {
12268         entity_render_t *ent = rsurface.entity;
12269         int i, j, flagsmask;
12270         const msurface_t *surface;
12271         dp_model_t *model = ent->model;
12272
12273         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12274                 return;
12275
12276         if (r_showoverdraw.value > 0)
12277         {
12278                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12279                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12280                 R_SetupShader_Generic_NoTexture(false, false);
12281                 GL_DepthTest(false);
12282                 GL_DepthMask(false);
12283                 GL_DepthRange(0, 1);
12284                 GL_BlendFunc(GL_ONE, GL_ONE);
12285                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12286                 {
12287                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12288                                 continue;
12289                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12290                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12291                         {
12292                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12293                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12294                                 if (!rsurface.texture->currentlayers->depthmask)
12295                                         GL_Color(c, 0, 0, 1.0f);
12296                                 else if (ent == r_refdef.scene.worldentity)
12297                                         GL_Color(c, c, c, 1.0f);
12298                                 else
12299                                         GL_Color(0, c, 0, 1.0f);
12300                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12301                                 RSurf_DrawBatch();
12302                         }
12303                 }
12304                 rsurface.texture = NULL;
12305         }
12306
12307         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12308
12309 //      R_Mesh_ResetTextureState();
12310         R_SetupShader_Generic_NoTexture(false, false);
12311         GL_DepthRange(0, 1);
12312         GL_DepthTest(!r_showdisabledepthtest.integer);
12313         GL_DepthMask(false);
12314         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12315
12316         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12317         {
12318                 int triangleindex;
12319                 int bihleafindex;
12320                 qboolean cullbox = false;
12321                 const q3mbrush_t *brush;
12322                 const bih_t *bih = &model->collision_bih;
12323                 const bih_leaf_t *bihleaf;
12324                 float vertex3f[3][3];
12325                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12326                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12327                 {
12328                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12329                                 continue;
12330                         switch (bihleaf->type)
12331                         {
12332                         case BIH_BRUSH:
12333                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12334                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12335                                 {
12336                                         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);
12337                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12338                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12339                                 }
12340                                 break;
12341                         case BIH_COLLISIONTRIANGLE:
12342                                 triangleindex = bihleaf->itemindex;
12343                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12344                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12345                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12346                                 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);
12347                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12348                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12349                                 break;
12350                         case BIH_RENDERTRIANGLE:
12351                                 triangleindex = bihleaf->itemindex;
12352                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12353                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12354                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12355                                 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);
12356                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12357                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12358                                 break;
12359                         }
12360                 }
12361         }
12362
12363         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12364
12365 #ifndef USE_GLES2
12366         if (r_showtris.integer && qglPolygonMode)
12367         {
12368                 if (r_showdisabledepthtest.integer)
12369                 {
12370                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12371                         GL_DepthMask(false);
12372                 }
12373                 else
12374                 {
12375                         GL_BlendFunc(GL_ONE, GL_ZERO);
12376                         GL_DepthMask(true);
12377                 }
12378                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12379                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12380                 {
12381                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12382                                 continue;
12383                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12384                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12385                         {
12386                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12387                                 if (!rsurface.texture->currentlayers->depthmask)
12388                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12389                                 else if (ent == r_refdef.scene.worldentity)
12390                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12391                                 else
12392                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12393                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12394                                 RSurf_DrawBatch();
12395                         }
12396                 }
12397                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12398                 rsurface.texture = NULL;
12399         }
12400
12401         if (r_shownormals.value != 0 && qglBegin)
12402         {
12403                 int l, k;
12404                 vec3_t v;
12405                 if (r_showdisabledepthtest.integer)
12406                 {
12407                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12408                         GL_DepthMask(false);
12409                 }
12410                 else
12411                 {
12412                         GL_BlendFunc(GL_ONE, GL_ZERO);
12413                         GL_DepthMask(true);
12414                 }
12415                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12416                 {
12417                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12418                                 continue;
12419                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12420                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12421                         {
12422                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12423                                 qglBegin(GL_LINES);
12424                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12425                                 {
12426                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12427                                         {
12428                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12429                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12430                                                 qglVertex3f(v[0], v[1], v[2]);
12431                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12432                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12433                                                 qglVertex3f(v[0], v[1], v[2]);
12434                                         }
12435                                 }
12436                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12437                                 {
12438                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12439                                         {
12440                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12441                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12442                                                 qglVertex3f(v[0], v[1], v[2]);
12443                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12444                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12445                                                 qglVertex3f(v[0], v[1], v[2]);
12446                                         }
12447                                 }
12448                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12449                                 {
12450                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12451                                         {
12452                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12453                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12454                                                 qglVertex3f(v[0], v[1], v[2]);
12455                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12456                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12457                                                 qglVertex3f(v[0], v[1], v[2]);
12458                                         }
12459                                 }
12460                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12461                                 {
12462                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12463                                         {
12464                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12465                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12466                                                 qglVertex3f(v[0], v[1], v[2]);
12467                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12468                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12469                                                 qglVertex3f(v[0], v[1], v[2]);
12470                                         }
12471                                 }
12472                                 qglEnd();
12473                                 CHECKGLERROR
12474                         }
12475                 }
12476                 rsurface.texture = NULL;
12477         }
12478 #endif
12479 }
12480
12481 int r_maxsurfacelist = 0;
12482 const msurface_t **r_surfacelist = NULL;
12483 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12484 {
12485         int i, j, endj, flagsmask;
12486         dp_model_t *model = r_refdef.scene.worldmodel;
12487         msurface_t *surfaces;
12488         unsigned char *update;
12489         int numsurfacelist = 0;
12490         if (model == NULL)
12491                 return;
12492
12493         if (r_maxsurfacelist < model->num_surfaces)
12494         {
12495                 r_maxsurfacelist = model->num_surfaces;
12496                 if (r_surfacelist)
12497                         Mem_Free((msurface_t**)r_surfacelist);
12498                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12499         }
12500
12501         RSurf_ActiveWorldEntity();
12502
12503         surfaces = model->data_surfaces;
12504         update = model->brushq1.lightmapupdateflags;
12505
12506         // update light styles on this submodel
12507         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12508         {
12509                 model_brush_lightstyleinfo_t *style;
12510                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12511                 {
12512                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12513                         {
12514                                 int *list = style->surfacelist;
12515                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12516                                 for (j = 0;j < style->numsurfaces;j++)
12517                                         update[list[j]] = true;
12518                         }
12519                 }
12520         }
12521
12522         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12523
12524         if (debug)
12525         {
12526                 R_DrawDebugModel();
12527                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12528                 return;
12529         }
12530
12531         rsurface.lightmaptexture = NULL;
12532         rsurface.deluxemaptexture = NULL;
12533         rsurface.uselightmaptexture = false;
12534         rsurface.texture = NULL;
12535         rsurface.rtlight = NULL;
12536         numsurfacelist = 0;
12537         // add visible surfaces to draw list
12538         for (i = 0;i < model->nummodelsurfaces;i++)
12539         {
12540                 j = model->sortedmodelsurfaces[i];
12541                 if (r_refdef.viewcache.world_surfacevisible[j])
12542                         r_surfacelist[numsurfacelist++] = surfaces + j;
12543         }
12544         // update lightmaps if needed
12545         if (model->brushq1.firstrender)
12546         {
12547                 model->brushq1.firstrender = false;
12548                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12549                         if (update[j])
12550                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12551         }
12552         else if (update)
12553         {
12554                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12555                         if (r_refdef.viewcache.world_surfacevisible[j])
12556                                 if (update[j])
12557                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12558         }
12559         // don't do anything if there were no surfaces
12560         if (!numsurfacelist)
12561         {
12562                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12563                 return;
12564         }
12565         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12566
12567         // add to stats if desired
12568         if (r_speeds.integer && !skysurfaces && !depthonly)
12569         {
12570                 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12571                 for (j = 0;j < numsurfacelist;j++)
12572                         r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12573         }
12574
12575         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12576 }
12577
12578 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12579 {
12580         int i, j, endj, flagsmask;
12581         dp_model_t *model = ent->model;
12582         msurface_t *surfaces;
12583         unsigned char *update;
12584         int numsurfacelist = 0;
12585         if (model == NULL)
12586                 return;
12587
12588         if (r_maxsurfacelist < model->num_surfaces)
12589         {
12590                 r_maxsurfacelist = model->num_surfaces;
12591                 if (r_surfacelist)
12592                         Mem_Free((msurface_t **)r_surfacelist);
12593                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12594         }
12595
12596         // if the model is static it doesn't matter what value we give for
12597         // wantnormals and wanttangents, so this logic uses only rules applicable
12598         // to a model, knowing that they are meaningless otherwise
12599         if (ent == r_refdef.scene.worldentity)
12600                 RSurf_ActiveWorldEntity();
12601         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12602                 RSurf_ActiveModelEntity(ent, false, false, false);
12603         else if (prepass)
12604                 RSurf_ActiveModelEntity(ent, true, true, true);
12605         else if (depthonly)
12606         {
12607                 switch (vid.renderpath)
12608                 {
12609                 case RENDERPATH_GL20:
12610                 case RENDERPATH_D3D9:
12611                 case RENDERPATH_D3D10:
12612                 case RENDERPATH_D3D11:
12613                 case RENDERPATH_SOFT:
12614                 case RENDERPATH_GLES2:
12615                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12616                         break;
12617                 case RENDERPATH_GL11:
12618                 case RENDERPATH_GL13:
12619                 case RENDERPATH_GLES1:
12620                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12621                         break;
12622                 }
12623         }
12624         else
12625         {
12626                 switch (vid.renderpath)
12627                 {
12628                 case RENDERPATH_GL20:
12629                 case RENDERPATH_D3D9:
12630                 case RENDERPATH_D3D10:
12631                 case RENDERPATH_D3D11:
12632                 case RENDERPATH_SOFT:
12633                 case RENDERPATH_GLES2:
12634                         RSurf_ActiveModelEntity(ent, true, true, false);
12635                         break;
12636                 case RENDERPATH_GL11:
12637                 case RENDERPATH_GL13:
12638                 case RENDERPATH_GLES1:
12639                         RSurf_ActiveModelEntity(ent, true, false, false);
12640                         break;
12641                 }
12642         }
12643
12644         surfaces = model->data_surfaces;
12645         update = model->brushq1.lightmapupdateflags;
12646
12647         // update light styles
12648         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12649         {
12650                 model_brush_lightstyleinfo_t *style;
12651                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12652                 {
12653                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12654                         {
12655                                 int *list = style->surfacelist;
12656                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12657                                 for (j = 0;j < style->numsurfaces;j++)
12658                                         update[list[j]] = true;
12659                         }
12660                 }
12661         }
12662
12663         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12664
12665         if (debug)
12666         {
12667                 R_DrawDebugModel();
12668                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12669                 return;
12670         }
12671
12672         rsurface.lightmaptexture = NULL;
12673         rsurface.deluxemaptexture = NULL;
12674         rsurface.uselightmaptexture = false;
12675         rsurface.texture = NULL;
12676         rsurface.rtlight = NULL;
12677         numsurfacelist = 0;
12678         // add visible surfaces to draw list
12679         for (i = 0;i < model->nummodelsurfaces;i++)
12680                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12681         // don't do anything if there were no surfaces
12682         if (!numsurfacelist)
12683         {
12684                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12685                 return;
12686         }
12687         // update lightmaps if needed
12688         if (update)
12689         {
12690                 int updated = 0;
12691                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12692                 {
12693                         if (update[j])
12694                         {
12695                                 updated++;
12696                                 R_BuildLightMap(ent, surfaces + j);
12697                         }
12698                 }
12699         }
12700
12701         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12702
12703         // add to stats if desired
12704         if (r_speeds.integer && !skysurfaces && !depthonly)
12705         {
12706                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12707                 for (j = 0;j < numsurfacelist;j++)
12708                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12709         }
12710
12711         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12712 }
12713
12714 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12715 {
12716         static texture_t texture;
12717         static msurface_t surface;
12718         const msurface_t *surfacelist = &surface;
12719
12720         // fake enough texture and surface state to render this geometry
12721
12722         texture.update_lastrenderframe = -1; // regenerate this texture
12723         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12724         texture.currentskinframe = skinframe;
12725         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12726         texture.offsetmapping = OFFSETMAPPING_OFF;
12727         texture.offsetscale = 1;
12728         texture.specularscalemod = 1;
12729         texture.specularpowermod = 1;
12730         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12731         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12732         // JUST GREP FOR "specularscalemod = 1".
12733
12734         surface.texture = &texture;
12735         surface.num_triangles = numtriangles;
12736         surface.num_firsttriangle = firsttriangle;
12737         surface.num_vertices = numvertices;
12738         surface.num_firstvertex = firstvertex;
12739
12740         // now render it
12741         rsurface.texture = R_GetCurrentTexture(surface.texture);
12742         rsurface.lightmaptexture = NULL;
12743         rsurface.deluxemaptexture = NULL;
12744         rsurface.uselightmaptexture = false;
12745         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12746 }
12747
12748 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)
12749 {
12750         static msurface_t surface;
12751         const msurface_t *surfacelist = &surface;
12752
12753         // fake enough texture and surface state to render this geometry
12754         surface.texture = texture;
12755         surface.num_triangles = numtriangles;
12756         surface.num_firsttriangle = firsttriangle;
12757         surface.num_vertices = numvertices;
12758         surface.num_firstvertex = firstvertex;
12759
12760         // now render it
12761         rsurface.texture = R_GetCurrentTexture(surface.texture);
12762         rsurface.lightmaptexture = NULL;
12763         rsurface.deluxemaptexture = NULL;
12764         rsurface.uselightmaptexture = false;
12765         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12766 }