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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "0", "use depth texture instead of depth renderbuffer where possible, may not be slower on some hardware"};
151 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"};
152 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"};
153 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
154 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
155 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"};
156 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)"};
157 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)"};
158 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159
160 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)"};
161 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
162 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)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
164 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)"};
165 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)"};
166 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
167 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"};
168 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."};
169 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
170 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)"};
171 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)"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 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)"};
177 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)"};
178
179 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)"};
180 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
181 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"};
182 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
183 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
184 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
185 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"};
186 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"};
187 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)"};
188
189 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
190 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
191 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
192 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
193
194 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
195 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
196
197 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
198 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
199 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
200 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
201 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
202
203 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
204 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
205 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
206 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
207 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
209 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
210 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
211 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
212 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
213
214 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"};
215
216 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"};
217
218 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
219
220 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
221
222 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
223 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"};
224
225 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."};
226
227 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)"};
228
229 extern cvar_t v_glslgamma;
230 extern cvar_t v_glslgamma_2d;
231
232 extern qboolean v_flipped_state;
233
234 r_framebufferstate_t r_fb;
235
236 /// shadow volume bsp struct with automatically growing nodes buffer
237 svbsp_t r_svbsp;
238
239 rtexture_t *r_texture_blanknormalmap;
240 rtexture_t *r_texture_white;
241 rtexture_t *r_texture_grey128;
242 rtexture_t *r_texture_black;
243 rtexture_t *r_texture_notexture;
244 rtexture_t *r_texture_whitecube;
245 rtexture_t *r_texture_normalizationcube;
246 rtexture_t *r_texture_fogattenuation;
247 rtexture_t *r_texture_fogheighttexture;
248 rtexture_t *r_texture_gammaramps;
249 unsigned int r_texture_gammaramps_serial;
250 //rtexture_t *r_texture_fogintensity;
251 rtexture_t *r_texture_reflectcube;
252
253 // TODO: hash lookups?
254 typedef struct cubemapinfo_s
255 {
256         char basename[64];
257         rtexture_t *texture;
258 }
259 cubemapinfo_t;
260
261 int r_texture_numcubemaps;
262 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
263
264 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
265 unsigned int r_numqueries;
266 unsigned int r_maxqueries;
267
268 typedef struct r_qwskincache_s
269 {
270         char name[MAX_QPATH];
271         skinframe_t *skinframe;
272 }
273 r_qwskincache_t;
274
275 static r_qwskincache_t *r_qwskincache;
276 static int r_qwskincache_size;
277
278 /// vertex coordinates for a quad that covers the screen exactly
279 extern const float r_screenvertex3f[12];
280 extern const float r_d3dscreenvertex3f[12];
281 const float r_screenvertex3f[12] =
282 {
283         0, 0, 0,
284         1, 0, 0,
285         1, 1, 0,
286         0, 1, 0
287 };
288 const float r_d3dscreenvertex3f[12] =
289 {
290         0, 1, 0,
291         1, 1, 0,
292         1, 0, 0,
293         0, 0, 0
294 };
295
296 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
297 {
298         int i;
299         for (i = 0;i < verts;i++)
300         {
301                 out[0] = in[0] * r;
302                 out[1] = in[1] * g;
303                 out[2] = in[2] * b;
304                 out[3] = in[3];
305                 in += 4;
306                 out += 4;
307         }
308 }
309
310 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
311 {
312         int i;
313         for (i = 0;i < verts;i++)
314         {
315                 out[0] = r;
316                 out[1] = g;
317                 out[2] = b;
318                 out[3] = a;
319                 out += 4;
320         }
321 }
322
323 // FIXME: move this to client?
324 void FOG_clear(void)
325 {
326         if (gamemode == GAME_NEHAHRA)
327         {
328                 Cvar_Set("gl_fogenable", "0");
329                 Cvar_Set("gl_fogdensity", "0.2");
330                 Cvar_Set("gl_fogred", "0.3");
331                 Cvar_Set("gl_foggreen", "0.3");
332                 Cvar_Set("gl_fogblue", "0.3");
333         }
334         r_refdef.fog_density = 0;
335         r_refdef.fog_red = 0;
336         r_refdef.fog_green = 0;
337         r_refdef.fog_blue = 0;
338         r_refdef.fog_alpha = 1;
339         r_refdef.fog_start = 0;
340         r_refdef.fog_end = 16384;
341         r_refdef.fog_height = 1<<30;
342         r_refdef.fog_fadedepth = 128;
343         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
344 }
345
346 static void R_BuildBlankTextures(void)
347 {
348         unsigned char data[4];
349         data[2] = 128; // normal X
350         data[1] = 128; // normal Y
351         data[0] = 255; // normal Z
352         data[3] = 255; // height
353         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
354         data[0] = 255;
355         data[1] = 255;
356         data[2] = 255;
357         data[3] = 255;
358         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
359         data[0] = 128;
360         data[1] = 128;
361         data[2] = 128;
362         data[3] = 255;
363         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
364         data[0] = 0;
365         data[1] = 0;
366         data[2] = 0;
367         data[3] = 255;
368         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
369 }
370
371 static void R_BuildNoTexture(void)
372 {
373         int x, y;
374         unsigned char pix[16][16][4];
375         // this makes a light grey/dark grey checkerboard texture
376         for (y = 0;y < 16;y++)
377         {
378                 for (x = 0;x < 16;x++)
379                 {
380                         if ((y < 8) ^ (x < 8))
381                         {
382                                 pix[y][x][0] = 128;
383                                 pix[y][x][1] = 128;
384                                 pix[y][x][2] = 128;
385                                 pix[y][x][3] = 255;
386                         }
387                         else
388                         {
389                                 pix[y][x][0] = 64;
390                                 pix[y][x][1] = 64;
391                                 pix[y][x][2] = 64;
392                                 pix[y][x][3] = 255;
393                         }
394                 }
395         }
396         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
397 }
398
399 static void R_BuildWhiteCube(void)
400 {
401         unsigned char data[6*1*1*4];
402         memset(data, 255, sizeof(data));
403         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
404 }
405
406 static void R_BuildNormalizationCube(void)
407 {
408         int x, y, side;
409         vec3_t v;
410         vec_t s, t, intensity;
411 #define NORMSIZE 64
412         unsigned char *data;
413         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414         for (side = 0;side < 6;side++)
415         {
416                 for (y = 0;y < NORMSIZE;y++)
417                 {
418                         for (x = 0;x < NORMSIZE;x++)
419                         {
420                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422                                 switch(side)
423                                 {
424                                 default:
425                                 case 0:
426                                         v[0] = 1;
427                                         v[1] = -t;
428                                         v[2] = -s;
429                                         break;
430                                 case 1:
431                                         v[0] = -1;
432                                         v[1] = -t;
433                                         v[2] = s;
434                                         break;
435                                 case 2:
436                                         v[0] = s;
437                                         v[1] = 1;
438                                         v[2] = t;
439                                         break;
440                                 case 3:
441                                         v[0] = s;
442                                         v[1] = -1;
443                                         v[2] = -t;
444                                         break;
445                                 case 4:
446                                         v[0] = s;
447                                         v[1] = -t;
448                                         v[2] = 1;
449                                         break;
450                                 case 5:
451                                         v[0] = -s;
452                                         v[1] = -t;
453                                         v[2] = -1;
454                                         break;
455                                 }
456                                 intensity = 127.0f / sqrt(DotProduct(v, v));
457                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460                                 data[((side*64+y)*64+x)*4+3] = 255;
461                         }
462                 }
463         }
464         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
465         Mem_Free(data);
466 }
467
468 static void R_BuildFogTexture(void)
469 {
470         int x, b;
471 #define FOGWIDTH 256
472         unsigned char data1[FOGWIDTH][4];
473         //unsigned char data2[FOGWIDTH][4];
474         double d, r, alpha;
475
476         r_refdef.fogmasktable_start = r_refdef.fog_start;
477         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478         r_refdef.fogmasktable_range = r_refdef.fogrange;
479         r_refdef.fogmasktable_density = r_refdef.fog_density;
480
481         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483         {
484                 d = (x * r - r_refdef.fogmasktable_start);
485                 if(developer_extra.integer)
486                         Con_DPrintf("%f ", d);
487                 d = max(0, d);
488                 if (r_fog_exp2.integer)
489                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490                 else
491                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492                 if(developer_extra.integer)
493                         Con_DPrintf(" : %f ", alpha);
494                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495                 if(developer_extra.integer)
496                         Con_DPrintf(" = %f\n", alpha);
497                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
498         }
499
500         for (x = 0;x < FOGWIDTH;x++)
501         {
502                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
503                 data1[x][0] = b;
504                 data1[x][1] = b;
505                 data1[x][2] = b;
506                 data1[x][3] = 255;
507                 //data2[x][0] = 255 - b;
508                 //data2[x][1] = 255 - b;
509                 //data2[x][2] = 255 - b;
510                 //data2[x][3] = 255;
511         }
512         if (r_texture_fogattenuation)
513         {
514                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
516         }
517         else
518         {
519                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
521         }
522 }
523
524 static void R_BuildFogHeightTexture(void)
525 {
526         unsigned char *inpixels;
527         int size;
528         int x;
529         int y;
530         int j;
531         float c[4];
532         float f;
533         inpixels = NULL;
534         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535         if (r_refdef.fogheighttexturename[0])
536                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
537         if (!inpixels)
538         {
539                 r_refdef.fog_height_tablesize = 0;
540                 if (r_texture_fogheighttexture)
541                         R_FreeTexture(r_texture_fogheighttexture);
542                 r_texture_fogheighttexture = NULL;
543                 if (r_refdef.fog_height_table2d)
544                         Mem_Free(r_refdef.fog_height_table2d);
545                 r_refdef.fog_height_table2d = NULL;
546                 if (r_refdef.fog_height_table1d)
547                         Mem_Free(r_refdef.fog_height_table1d);
548                 r_refdef.fog_height_table1d = NULL;
549                 return;
550         }
551         size = image_width;
552         r_refdef.fog_height_tablesize = size;
553         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556         Mem_Free(inpixels);
557         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
558         // average fog color table accounting for every fog layer between a point
559         // and the camera.  (Note: attenuation is handled separately!)
560         for (y = 0;y < size;y++)
561         {
562                 for (x = 0;x < size;x++)
563                 {
564                         Vector4Clear(c);
565                         f = 0;
566                         if (x < y)
567                         {
568                                 for (j = x;j <= y;j++)
569                                 {
570                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
571                                         f++;
572                                 }
573                         }
574                         else
575                         {
576                                 for (j = x;j >= y;j--)
577                                 {
578                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
579                                         f++;
580                                 }
581                         }
582                         f = 1.0f / f;
583                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
587                 }
588         }
589         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
590 }
591
592 //=======================================================================================================================================================
593
594 static const char *builtinshaderstring =
595 #include "shader_glsl.h"
596 ;
597
598 const char *builtinhlslshaderstring =
599 #include "shader_hlsl.h"
600 ;
601
602 char *glslshaderstring = NULL;
603 char *hlslshaderstring = NULL;
604
605 //=======================================================================================================================================================
606
607 typedef struct shaderpermutationinfo_s
608 {
609         const char *pretext;
610         const char *name;
611 }
612 shaderpermutationinfo_t;
613
614 typedef struct shadermodeinfo_s
615 {
616         const char *vertexfilename;
617         const char *geometryfilename;
618         const char *fragmentfilename;
619         const char *pretext;
620         const char *name;
621 }
622 shadermodeinfo_t;
623
624 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
625 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
626 {
627         {"#define USEDIFFUSE\n", " diffuse"},
628         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
629         {"#define USEVIEWTINT\n", " viewtint"},
630         {"#define USECOLORMAPPING\n", " colormapping"},
631         {"#define USESATURATION\n", " saturation"},
632         {"#define USEFOGINSIDE\n", " foginside"},
633         {"#define USEFOGOUTSIDE\n", " fogoutside"},
634         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
635         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
636         {"#define USEGAMMARAMPS\n", " gammaramps"},
637         {"#define USECUBEFILTER\n", " cubefilter"},
638         {"#define USEGLOW\n", " glow"},
639         {"#define USEBLOOM\n", " bloom"},
640         {"#define USESPECULAR\n", " specular"},
641         {"#define USEPOSTPROCESSING\n", " postprocessing"},
642         {"#define USEREFLECTION\n", " reflection"},
643         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
644         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
645         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
646         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
647         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
648         {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
649         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
650         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
651         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
652         {"#define USEALPHAKILL\n", " alphakill"},
653         {"#define USEREFLECTCUBE\n", " reflectcube"},
654         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
655         {"#define USEBOUNCEGRID\n", " bouncegrid"},
656         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
657         {"#define USETRIPPY\n", " trippy"},
658         {"#define USEDEPTHRGB\n", " depthrgb"},
659 };
660
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
663 {
664         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 };
683
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
685 {
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 };
705
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
708 {
709         /// hash lookup data
710         struct r_glsl_permutation_s *hashnext;
711         unsigned int mode;
712         unsigned int permutation;
713
714         /// indicates if we have tried compiling this permutation already
715         qboolean compiled;
716         /// 0 if compilation failed
717         int program;
718         // texture units assigned to each detected uniform
719         int tex_Texture_First;
720         int tex_Texture_Second;
721         int tex_Texture_GammaRamps;
722         int tex_Texture_Normal;
723         int tex_Texture_Color;
724         int tex_Texture_Gloss;
725         int tex_Texture_Glow;
726         int tex_Texture_SecondaryNormal;
727         int tex_Texture_SecondaryColor;
728         int tex_Texture_SecondaryGloss;
729         int tex_Texture_SecondaryGlow;
730         int tex_Texture_Pants;
731         int tex_Texture_Shirt;
732         int tex_Texture_FogHeightTexture;
733         int tex_Texture_FogMask;
734         int tex_Texture_Lightmap;
735         int tex_Texture_Deluxemap;
736         int tex_Texture_Attenuation;
737         int tex_Texture_Cube;
738         int tex_Texture_Refraction;
739         int tex_Texture_Reflection;
740         int tex_Texture_ShadowMap2D;
741         int tex_Texture_CubeProjection;
742         int tex_Texture_ScreenNormalMap;
743         int tex_Texture_ScreenDiffuse;
744         int tex_Texture_ScreenSpecular;
745         int tex_Texture_ReflectMask;
746         int tex_Texture_ReflectCube;
747         int tex_Texture_BounceGrid;
748         /// locations of detected uniforms in program object, or -1 if not found
749         int loc_Texture_First;
750         int loc_Texture_Second;
751         int loc_Texture_GammaRamps;
752         int loc_Texture_Normal;
753         int loc_Texture_Color;
754         int loc_Texture_Gloss;
755         int loc_Texture_Glow;
756         int loc_Texture_SecondaryNormal;
757         int loc_Texture_SecondaryColor;
758         int loc_Texture_SecondaryGloss;
759         int loc_Texture_SecondaryGlow;
760         int loc_Texture_Pants;
761         int loc_Texture_Shirt;
762         int loc_Texture_FogHeightTexture;
763         int loc_Texture_FogMask;
764         int loc_Texture_Lightmap;
765         int loc_Texture_Deluxemap;
766         int loc_Texture_Attenuation;
767         int loc_Texture_Cube;
768         int loc_Texture_Refraction;
769         int loc_Texture_Reflection;
770         int loc_Texture_ShadowMap2D;
771         int loc_Texture_CubeProjection;
772         int loc_Texture_ScreenNormalMap;
773         int loc_Texture_ScreenDiffuse;
774         int loc_Texture_ScreenSpecular;
775         int loc_Texture_ReflectMask;
776         int loc_Texture_ReflectCube;
777         int loc_Texture_BounceGrid;
778         int loc_Alpha;
779         int loc_BloomBlur_Parameters;
780         int loc_ClientTime;
781         int loc_Color_Ambient;
782         int loc_Color_Diffuse;
783         int loc_Color_Specular;
784         int loc_Color_Glow;
785         int loc_Color_Pants;
786         int loc_Color_Shirt;
787         int loc_DeferredColor_Ambient;
788         int loc_DeferredColor_Diffuse;
789         int loc_DeferredColor_Specular;
790         int loc_DeferredMod_Diffuse;
791         int loc_DeferredMod_Specular;
792         int loc_DistortScaleRefractReflect;
793         int loc_EyePosition;
794         int loc_FogColor;
795         int loc_FogHeightFade;
796         int loc_FogPlane;
797         int loc_FogPlaneViewDist;
798         int loc_FogRangeRecip;
799         int loc_LightColor;
800         int loc_LightDir;
801         int loc_LightPosition;
802         int loc_OffsetMapping_ScaleSteps;
803         int loc_OffsetMapping_LodDistance;
804         int loc_OffsetMapping_Bias;
805         int loc_PixelSize;
806         int loc_ReflectColor;
807         int loc_ReflectFactor;
808         int loc_ReflectOffset;
809         int loc_RefractColor;
810         int loc_Saturation;
811         int loc_ScreenCenterRefractReflect;
812         int loc_ScreenScaleRefractReflect;
813         int loc_ScreenToDepth;
814         int loc_ShadowMap_Parameters;
815         int loc_ShadowMap_TextureScale;
816         int loc_SpecularPower;
817         int loc_UserVec1;
818         int loc_UserVec2;
819         int loc_UserVec3;
820         int loc_UserVec4;
821         int loc_ViewTintColor;
822         int loc_ViewToLight;
823         int loc_ModelToLight;
824         int loc_TexMatrix;
825         int loc_BackgroundTexMatrix;
826         int loc_ModelViewProjectionMatrix;
827         int loc_ModelViewMatrix;
828         int loc_PixelToScreenTexCoord;
829         int loc_ModelToReflectCube;
830         int loc_ShadowMapMatrix;
831         int loc_BloomColorSubtract;
832         int loc_NormalmapScrollBlend;
833         int loc_BounceGridMatrix;
834         int loc_BounceGridIntensity;
835 }
836 r_glsl_permutation_t;
837
838 #define SHADERPERMUTATION_HASHSIZE 256
839
840
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
843 enum
844 {
845         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
851         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
853 };
854 #define SHADERSTATICPARMS_COUNT 8
855
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
858
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 static qboolean R_CompileShader_CheckStaticParms(void)
862 {
863         static int r_compileshader_staticparms_save[1];
864         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
866
867         // detect all
868         if (r_glsl_saturation_redcompensate.integer)
869                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870         if (r_glsl_vertextextureblend_usebothalphas.integer)
871                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872         if (r_shadow_glossexact.integer)
873                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874         if (r_glsl_postprocess.integer)
875         {
876                 if (r_glsl_postprocess_uservec1_enable.integer)
877                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878                 if (r_glsl_postprocess_uservec2_enable.integer)
879                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880                 if (r_glsl_postprocess_uservec3_enable.integer)
881                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882                 if (r_glsl_postprocess_uservec4_enable.integer)
883                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
884         }
885         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
888 }
889
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
893         else \
894                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
896 {
897         shaderstaticparms_count = 0;
898
899         // emit all
900         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
908 }
909
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
916
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
918 {
919         //unsigned int hashdepth = 0;
920         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921         r_glsl_permutation_t *p;
922         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
923         {
924                 if (p->mode == mode && p->permutation == permutation)
925                 {
926                         //if (hashdepth > 10)
927                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
928                         return p;
929                 }
930                 //hashdepth++;
931         }
932         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
933         p->mode = mode;
934         p->permutation = permutation;
935         p->hashnext = r_glsl_permutationhash[mode][hashindex];
936         r_glsl_permutationhash[mode][hashindex] = p;
937         //if (hashdepth > 10)
938         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
939         return p;
940 }
941
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
943 {
944         char *shaderstring;
945         if (!filename || !filename[0])
946                 return NULL;
947         if (!strcmp(filename, "glsl/default.glsl"))
948         {
949                 if (!glslshaderstring)
950                 {
951                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952                         if (glslshaderstring)
953                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
954                         else
955                                 glslshaderstring = (char *)builtinshaderstring;
956                 }
957                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
959                 return shaderstring;
960         }
961         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
962         if (shaderstring)
963         {
964                 if (printfromdisknotice)
965                         Con_DPrintf("from disk %s... ", filename);
966                 return shaderstring;
967         }
968         return shaderstring;
969 }
970
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
972 {
973         int i;
974         int sampler;
975         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976         char *vertexstring, *geometrystring, *fragmentstring;
977         char permutationname[256];
978         int vertstrings_count = 0;
979         int geomstrings_count = 0;
980         int fragstrings_count = 0;
981         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
982         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
983         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
984
985         if (p->compiled)
986                 return;
987         p->compiled = true;
988         p->program = 0;
989
990         permutationname[0] = 0;
991         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
992         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
994
995         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
996
997         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998         if(vid.support.gl20shaders130)
999         {
1000                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1006         }
1007
1008         // the first pretext is which type of shader to compile as
1009         // (later these will all be bound together as a program object)
1010         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1013
1014         // the second pretext is the mode (for example a light source)
1015         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1019
1020         // now add all the permutation pretexts
1021         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1022         {
1023                 if (permutation & (1<<i))
1024                 {
1025                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1029                 }
1030                 else
1031                 {
1032                         // keep line numbers correct
1033                         vertstrings_list[vertstrings_count++] = "\n";
1034                         geomstrings_list[geomstrings_count++] = "\n";
1035                         fragstrings_list[fragstrings_count++] = "\n";
1036                 }
1037         }
1038
1039         // add static parms
1040         R_CompileShader_AddStaticParms(mode, permutation);
1041         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042         vertstrings_count += shaderstaticparms_count;
1043         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044         geomstrings_count += shaderstaticparms_count;
1045         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046         fragstrings_count += shaderstaticparms_count;
1047
1048         // now append the shader text itself
1049         vertstrings_list[vertstrings_count++] = vertexstring;
1050         geomstrings_list[geomstrings_count++] = geometrystring;
1051         fragstrings_list[fragstrings_count++] = fragmentstring;
1052
1053         // if any sources were NULL, clear the respective list
1054         if (!vertexstring)
1055                 vertstrings_count = 0;
1056         if (!geometrystring)
1057                 geomstrings_count = 0;
1058         if (!fragmentstring)
1059                 fragstrings_count = 0;
1060
1061         // compile the shader program
1062         if (vertstrings_count + geomstrings_count + fragstrings_count)
1063                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1064         if (p->program)
1065         {
1066                 CHECKGLERROR
1067                 qglUseProgram(p->program);CHECKGLERROR
1068                 // look up all the uniform variable names we care about, so we don't
1069                 // have to look them up every time we set them
1070
1071                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1072                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1073                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1075                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1076                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1077                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1078                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1083                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1084                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1086                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1090                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1091                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1092                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1095                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1096                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1097                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1098                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1099                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1100                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1101                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1102                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1103                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1104                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1105                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1106                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1107                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1108                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1109                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1110                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1111                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1112                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1113                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1114                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1115                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1116                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1117                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1118                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1119                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1120                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1121                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1122                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1123                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1124                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1125                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1126                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1127                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1128                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1129                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1130                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1131                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1132                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1133                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1134                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1135                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1136                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1137                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1138                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1139                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1140                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1141                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1142                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1143                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1144                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1145                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1146                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1147                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1148                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1149                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1150                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1151                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1152                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1153                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1154                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1155                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1156                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1157                 // initialize the samplers to refer to the texture units we use
1158                 p->tex_Texture_First = -1;
1159                 p->tex_Texture_Second = -1;
1160                 p->tex_Texture_GammaRamps = -1;
1161                 p->tex_Texture_Normal = -1;
1162                 p->tex_Texture_Color = -1;
1163                 p->tex_Texture_Gloss = -1;
1164                 p->tex_Texture_Glow = -1;
1165                 p->tex_Texture_SecondaryNormal = -1;
1166                 p->tex_Texture_SecondaryColor = -1;
1167                 p->tex_Texture_SecondaryGloss = -1;
1168                 p->tex_Texture_SecondaryGlow = -1;
1169                 p->tex_Texture_Pants = -1;
1170                 p->tex_Texture_Shirt = -1;
1171                 p->tex_Texture_FogHeightTexture = -1;
1172                 p->tex_Texture_FogMask = -1;
1173                 p->tex_Texture_Lightmap = -1;
1174                 p->tex_Texture_Deluxemap = -1;
1175                 p->tex_Texture_Attenuation = -1;
1176                 p->tex_Texture_Cube = -1;
1177                 p->tex_Texture_Refraction = -1;
1178                 p->tex_Texture_Reflection = -1;
1179                 p->tex_Texture_ShadowMap2D = -1;
1180                 p->tex_Texture_CubeProjection = -1;
1181                 p->tex_Texture_ScreenNormalMap = -1;
1182                 p->tex_Texture_ScreenDiffuse = -1;
1183                 p->tex_Texture_ScreenSpecular = -1;
1184                 p->tex_Texture_ReflectMask = -1;
1185                 p->tex_Texture_ReflectCube = -1;
1186                 p->tex_Texture_BounceGrid = -1;
1187                 sampler = 0;
1188                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1189                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1190                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1191                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1192                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1193                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1194                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1195                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1196                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1197                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1198                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1199                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1200                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1201                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1202                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1203                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1204                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1205                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1206                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1207                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1208                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1209                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1210                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1211                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1212                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1213                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1214                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1215                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1216                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1217                 CHECKGLERROR
1218                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1219         }
1220         else
1221                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1222
1223         // free the strings
1224         if (vertexstring)
1225                 Mem_Free(vertexstring);
1226         if (geometrystring)
1227                 Mem_Free(geometrystring);
1228         if (fragmentstring)
1229                 Mem_Free(fragmentstring);
1230 }
1231
1232 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1233 {
1234         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1235         if (r_glsl_permutation != perm)
1236         {
1237                 r_glsl_permutation = perm;
1238                 if (!r_glsl_permutation->program)
1239                 {
1240                         if (!r_glsl_permutation->compiled)
1241                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1242                         if (!r_glsl_permutation->program)
1243                         {
1244                                 // remove features until we find a valid permutation
1245                                 int i;
1246                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1247                                 {
1248                                         // reduce i more quickly whenever it would not remove any bits
1249                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1250                                         if (!(permutation & j))
1251                                                 continue;
1252                                         permutation -= j;
1253                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1254                                         if (!r_glsl_permutation->compiled)
1255                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1256                                         if (r_glsl_permutation->program)
1257                                                 break;
1258                                 }
1259                                 if (i >= SHADERPERMUTATION_COUNT)
1260                                 {
1261                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1262                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1263                                         qglUseProgram(0);CHECKGLERROR
1264                                         return; // no bit left to clear, entire mode is broken
1265                                 }
1266                         }
1267                 }
1268                 CHECKGLERROR
1269                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1270         }
1271         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1272         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1273         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1274 }
1275
1276 #ifdef SUPPORTD3D
1277
1278 #ifdef SUPPORTD3D
1279 #include <d3d9.h>
1280 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1281 extern D3DCAPS9 vid_d3d9caps;
1282 #endif
1283
1284 struct r_hlsl_permutation_s;
1285 typedef struct r_hlsl_permutation_s
1286 {
1287         /// hash lookup data
1288         struct r_hlsl_permutation_s *hashnext;
1289         unsigned int mode;
1290         unsigned int permutation;
1291
1292         /// indicates if we have tried compiling this permutation already
1293         qboolean compiled;
1294         /// NULL if compilation failed
1295         IDirect3DVertexShader9 *vertexshader;
1296         IDirect3DPixelShader9 *pixelshader;
1297 }
1298 r_hlsl_permutation_t;
1299
1300 typedef enum D3DVSREGISTER_e
1301 {
1302         D3DVSREGISTER_TexMatrix = 0, // float4x4
1303         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1304         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1305         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1306         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1307         D3DVSREGISTER_ModelToLight = 20, // float4x4
1308         D3DVSREGISTER_EyePosition = 24,
1309         D3DVSREGISTER_FogPlane = 25,
1310         D3DVSREGISTER_LightDir = 26,
1311         D3DVSREGISTER_LightPosition = 27,
1312 }
1313 D3DVSREGISTER_t;
1314
1315 typedef enum D3DPSREGISTER_e
1316 {
1317         D3DPSREGISTER_Alpha = 0,
1318         D3DPSREGISTER_BloomBlur_Parameters = 1,
1319         D3DPSREGISTER_ClientTime = 2,
1320         D3DPSREGISTER_Color_Ambient = 3,
1321         D3DPSREGISTER_Color_Diffuse = 4,
1322         D3DPSREGISTER_Color_Specular = 5,
1323         D3DPSREGISTER_Color_Glow = 6,
1324         D3DPSREGISTER_Color_Pants = 7,
1325         D3DPSREGISTER_Color_Shirt = 8,
1326         D3DPSREGISTER_DeferredColor_Ambient = 9,
1327         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1328         D3DPSREGISTER_DeferredColor_Specular = 11,
1329         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1330         D3DPSREGISTER_DeferredMod_Specular = 13,
1331         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1332         D3DPSREGISTER_EyePosition = 15, // unused
1333         D3DPSREGISTER_FogColor = 16,
1334         D3DPSREGISTER_FogHeightFade = 17,
1335         D3DPSREGISTER_FogPlane = 18,
1336         D3DPSREGISTER_FogPlaneViewDist = 19,
1337         D3DPSREGISTER_FogRangeRecip = 20,
1338         D3DPSREGISTER_LightColor = 21,
1339         D3DPSREGISTER_LightDir = 22, // unused
1340         D3DPSREGISTER_LightPosition = 23,
1341         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1342         D3DPSREGISTER_PixelSize = 25,
1343         D3DPSREGISTER_ReflectColor = 26,
1344         D3DPSREGISTER_ReflectFactor = 27,
1345         D3DPSREGISTER_ReflectOffset = 28,
1346         D3DPSREGISTER_RefractColor = 29,
1347         D3DPSREGISTER_Saturation = 30,
1348         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1349         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1350         D3DPSREGISTER_ScreenToDepth = 33,
1351         D3DPSREGISTER_ShadowMap_Parameters = 34,
1352         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1353         D3DPSREGISTER_SpecularPower = 36,
1354         D3DPSREGISTER_UserVec1 = 37,
1355         D3DPSREGISTER_UserVec2 = 38,
1356         D3DPSREGISTER_UserVec3 = 39,
1357         D3DPSREGISTER_UserVec4 = 40,
1358         D3DPSREGISTER_ViewTintColor = 41,
1359         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1360         D3DPSREGISTER_BloomColorSubtract = 43,
1361         D3DPSREGISTER_ViewToLight = 44, // float4x4
1362         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1363         D3DPSREGISTER_NormalmapScrollBlend = 52,
1364         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1365         D3DPSREGISTER_OffsetMapping_Bias = 54,
1366         // next at 54
1367 }
1368 D3DPSREGISTER_t;
1369
1370 /// information about each possible shader permutation
1371 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1372 /// currently selected permutation
1373 r_hlsl_permutation_t *r_hlsl_permutation;
1374 /// storage for permutations linked in the hash table
1375 memexpandablearray_t r_hlsl_permutationarray;
1376
1377 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1378 {
1379         //unsigned int hashdepth = 0;
1380         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1381         r_hlsl_permutation_t *p;
1382         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1383         {
1384                 if (p->mode == mode && p->permutation == permutation)
1385                 {
1386                         //if (hashdepth > 10)
1387                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1388                         return p;
1389                 }
1390                 //hashdepth++;
1391         }
1392         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1393         p->mode = mode;
1394         p->permutation = permutation;
1395         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1396         r_hlsl_permutationhash[mode][hashindex] = p;
1397         //if (hashdepth > 10)
1398         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1399         return p;
1400 }
1401
1402 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1403 {
1404         char *shaderstring;
1405         if (!filename || !filename[0])
1406                 return NULL;
1407         if (!strcmp(filename, "hlsl/default.hlsl"))
1408         {
1409                 if (!hlslshaderstring)
1410                 {
1411                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1412                         if (hlslshaderstring)
1413                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1414                         else
1415                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1416                 }
1417                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1418                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1419                 return shaderstring;
1420         }
1421         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1422         if (shaderstring)
1423         {
1424                 if (printfromdisknotice)
1425                         Con_DPrintf("from disk %s... ", filename);
1426                 return shaderstring;
1427         }
1428         return shaderstring;
1429 }
1430
1431 #include <d3dx9.h>
1432 //#include <d3dx9shader.h>
1433 //#include <d3dx9mesh.h>
1434
1435 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1436 {
1437         DWORD *vsbin = NULL;
1438         DWORD *psbin = NULL;
1439         fs_offset_t vsbinsize;
1440         fs_offset_t psbinsize;
1441 //      IDirect3DVertexShader9 *vs = NULL;
1442 //      IDirect3DPixelShader9 *ps = NULL;
1443         ID3DXBuffer *vslog = NULL;
1444         ID3DXBuffer *vsbuffer = NULL;
1445         ID3DXConstantTable *vsconstanttable = NULL;
1446         ID3DXBuffer *pslog = NULL;
1447         ID3DXBuffer *psbuffer = NULL;
1448         ID3DXConstantTable *psconstanttable = NULL;
1449         int vsresult = 0;
1450         int psresult = 0;
1451         char temp[MAX_INPUTLINE];
1452         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1453         char vabuf[1024];
1454         qboolean debugshader = gl_paranoid.integer != 0;
1455         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1456         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1457         if (!debugshader)
1458         {
1459                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1460                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1461         }
1462         if ((!vsbin && vertstring) || (!psbin && fragstring))
1463         {
1464                 const char* dllnames_d3dx9 [] =
1465                 {
1466                         "d3dx9_43.dll",
1467                         "d3dx9_42.dll",
1468                         "d3dx9_41.dll",
1469                         "d3dx9_40.dll",
1470                         "d3dx9_39.dll",
1471                         "d3dx9_38.dll",
1472                         "d3dx9_37.dll",
1473                         "d3dx9_36.dll",
1474                         "d3dx9_35.dll",
1475                         "d3dx9_34.dll",
1476                         "d3dx9_33.dll",
1477                         "d3dx9_32.dll",
1478                         "d3dx9_31.dll",
1479                         "d3dx9_30.dll",
1480                         "d3dx9_29.dll",
1481                         "d3dx9_28.dll",
1482                         "d3dx9_27.dll",
1483                         "d3dx9_26.dll",
1484                         "d3dx9_25.dll",
1485                         "d3dx9_24.dll",
1486                         NULL
1487                 };
1488                 dllhandle_t d3dx9_dll = NULL;
1489                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1490                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1491                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492                 dllfunction_t d3dx9_dllfuncs[] =
1493                 {
1494                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1495                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1496                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1497                         {NULL, NULL}
1498                 };
1499                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1500                 {
1501                         DWORD shaderflags = 0;
1502                         if (debugshader)
1503                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1504                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1505                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1506                         if (vertstring && vertstring[0])
1507                         {
1508                                 if (debugshader)
1509                                 {
1510 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1511 //                                      FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1512                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1513                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1514                                 }
1515                                 else
1516                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1517                                 if (vsbuffer)
1518                                 {
1519                                         vsbinsize = vsbuffer->GetBufferSize();
1520                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1521                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1522                                         vsbuffer->Release();
1523                                 }
1524                                 if (vslog)
1525                                 {
1526                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1527                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1528                                         vslog->Release();
1529                                 }
1530                         }
1531                         if (fragstring && fragstring[0])
1532                         {
1533                                 if (debugshader)
1534                                 {
1535 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1536 //                                      FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1537                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1538                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1539                                 }
1540                                 else
1541                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1542                                 if (psbuffer)
1543                                 {
1544                                         psbinsize = psbuffer->GetBufferSize();
1545                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1546                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1547                                         psbuffer->Release();
1548                                 }
1549                                 if (pslog)
1550                                 {
1551                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1552                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1553                                         pslog->Release();
1554                                 }
1555                         }
1556                         Sys_UnloadLibrary(&d3dx9_dll);
1557                 }
1558                 else
1559                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1560         }
1561         if (vsbin && psbin)
1562         {
1563                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1564                 if (FAILED(vsresult))
1565                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1566                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1567                 if (FAILED(psresult))
1568                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1569         }
1570         // free the shader data
1571         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1572         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1573 }
1574
1575 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1576 {
1577         int i;
1578         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1579         int vertstring_length = 0;
1580         int geomstring_length = 0;
1581         int fragstring_length = 0;
1582         char *t;
1583         char *vertexstring, *geometrystring, *fragmentstring;
1584         char *vertstring, *geomstring, *fragstring;
1585         char permutationname[256];
1586         char cachename[256];
1587         int vertstrings_count = 0;
1588         int geomstrings_count = 0;
1589         int fragstrings_count = 0;
1590         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1591         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1592         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1593
1594         if (p->compiled)
1595                 return;
1596         p->compiled = true;
1597         p->vertexshader = NULL;
1598         p->pixelshader = NULL;
1599
1600         permutationname[0] = 0;
1601         cachename[0] = 0;
1602         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1603         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1604         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1605
1606         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1607         strlcat(cachename, "hlsl/", sizeof(cachename));
1608
1609         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1610         vertstrings_count = 0;
1611         geomstrings_count = 0;
1612         fragstrings_count = 0;
1613         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1614         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1615         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1616
1617         // the first pretext is which type of shader to compile as
1618         // (later these will all be bound together as a program object)
1619         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1620         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1621         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1622
1623         // the second pretext is the mode (for example a light source)
1624         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1625         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1626         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1627         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1628         strlcat(cachename, modeinfo->name, sizeof(cachename));
1629
1630         // now add all the permutation pretexts
1631         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1632         {
1633                 if (permutation & (1<<i))
1634                 {
1635                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1636                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1637                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1638                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1639                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1640                 }
1641                 else
1642                 {
1643                         // keep line numbers correct
1644                         vertstrings_list[vertstrings_count++] = "\n";
1645                         geomstrings_list[geomstrings_count++] = "\n";
1646                         fragstrings_list[fragstrings_count++] = "\n";
1647                 }
1648         }
1649
1650         // add static parms
1651         R_CompileShader_AddStaticParms(mode, permutation);
1652         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1653         vertstrings_count += shaderstaticparms_count;
1654         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655         geomstrings_count += shaderstaticparms_count;
1656         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657         fragstrings_count += shaderstaticparms_count;
1658
1659         // replace spaces in the cachename with _ characters
1660         for (i = 0;cachename[i];i++)
1661                 if (cachename[i] == ' ')
1662                         cachename[i] = '_';
1663
1664         // now append the shader text itself
1665         vertstrings_list[vertstrings_count++] = vertexstring;
1666         geomstrings_list[geomstrings_count++] = geometrystring;
1667         fragstrings_list[fragstrings_count++] = fragmentstring;
1668
1669         // if any sources were NULL, clear the respective list
1670         if (!vertexstring)
1671                 vertstrings_count = 0;
1672         if (!geometrystring)
1673                 geomstrings_count = 0;
1674         if (!fragmentstring)
1675                 fragstrings_count = 0;
1676
1677         vertstring_length = 0;
1678         for (i = 0;i < vertstrings_count;i++)
1679                 vertstring_length += strlen(vertstrings_list[i]);
1680         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1681         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1682                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1683
1684         geomstring_length = 0;
1685         for (i = 0;i < geomstrings_count;i++)
1686                 geomstring_length += strlen(geomstrings_list[i]);
1687         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1688         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1689                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1690
1691         fragstring_length = 0;
1692         for (i = 0;i < fragstrings_count;i++)
1693                 fragstring_length += strlen(fragstrings_list[i]);
1694         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1695         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1696                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1697
1698         // try to load the cached shader, or generate one
1699         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1700
1701         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1702                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1703         else
1704                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1705
1706         // free the strings
1707         if (vertstring)
1708                 Mem_Free(vertstring);
1709         if (geomstring)
1710                 Mem_Free(geomstring);
1711         if (fragstring)
1712                 Mem_Free(fragstring);
1713         if (vertexstring)
1714                 Mem_Free(vertexstring);
1715         if (geometrystring)
1716                 Mem_Free(geometrystring);
1717         if (fragmentstring)
1718                 Mem_Free(fragmentstring);
1719 }
1720
1721 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1722 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1723 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);}
1724 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);}
1725 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);}
1726 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);}
1727
1728 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1729 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1730 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);}
1731 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);}
1732 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);}
1733 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);}
1734
1735 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1736 {
1737         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1738         if (r_hlsl_permutation != perm)
1739         {
1740                 r_hlsl_permutation = perm;
1741                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1742                 {
1743                         if (!r_hlsl_permutation->compiled)
1744                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1745                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1746                         {
1747                                 // remove features until we find a valid permutation
1748                                 int i;
1749                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1750                                 {
1751                                         // reduce i more quickly whenever it would not remove any bits
1752                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1753                                         if (!(permutation & j))
1754                                                 continue;
1755                                         permutation -= j;
1756                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1757                                         if (!r_hlsl_permutation->compiled)
1758                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1759                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1760                                                 break;
1761                                 }
1762                                 if (i >= SHADERPERMUTATION_COUNT)
1763                                 {
1764                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1765                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1766                                         return; // no bit left to clear, entire mode is broken
1767                                 }
1768                         }
1769                 }
1770                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1771                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1772         }
1773         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1774         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1775         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1776 }
1777 #endif
1778
1779 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1780 {
1781         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1782         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1783         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1784         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1785 }
1786
1787 static void R_GLSL_Restart_f(void)
1788 {
1789         unsigned int i, limit;
1790         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1791                 Mem_Free(glslshaderstring);
1792         glslshaderstring = NULL;
1793         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1794                 Mem_Free(hlslshaderstring);
1795         hlslshaderstring = NULL;
1796         switch(vid.renderpath)
1797         {
1798         case RENDERPATH_D3D9:
1799 #ifdef SUPPORTD3D
1800                 {
1801                         r_hlsl_permutation_t *p;
1802                         r_hlsl_permutation = NULL;
1803                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1804                         for (i = 0;i < limit;i++)
1805                         {
1806                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1807                                 {
1808                                         if (p->vertexshader)
1809                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1810                                         if (p->pixelshader)
1811                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1812                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1813                                 }
1814                         }
1815                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1816                 }
1817 #endif
1818                 break;
1819         case RENDERPATH_D3D10:
1820                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1821                 break;
1822         case RENDERPATH_D3D11:
1823                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1824                 break;
1825         case RENDERPATH_GL20:
1826         case RENDERPATH_GLES2:
1827                 {
1828                         r_glsl_permutation_t *p;
1829                         r_glsl_permutation = NULL;
1830                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1831                         for (i = 0;i < limit;i++)
1832                         {
1833                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1834                                 {
1835                                         GL_Backend_FreeProgram(p->program);
1836                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1837                                 }
1838                         }
1839                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1840                 }
1841                 break;
1842         case RENDERPATH_GL11:
1843         case RENDERPATH_GL13:
1844         case RENDERPATH_GLES1:
1845                 break;
1846         case RENDERPATH_SOFT:
1847                 break;
1848         }
1849 }
1850
1851 static void R_GLSL_DumpShader_f(void)
1852 {
1853         int i;
1854         qfile_t *file;
1855
1856         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1857         if (file)
1858         {
1859                 FS_Print(file, "/* The engine may define the following macros:\n");
1860                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1861                 for (i = 0;i < SHADERMODE_COUNT;i++)
1862                         FS_Print(file, glslshadermodeinfo[i].pretext);
1863                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1864                         FS_Print(file, shaderpermutationinfo[i].pretext);
1865                 FS_Print(file, "*/\n");
1866                 FS_Print(file, builtinshaderstring);
1867                 FS_Close(file);
1868                 Con_Printf("glsl/default.glsl written\n");
1869         }
1870         else
1871                 Con_Printf("failed to write to glsl/default.glsl\n");
1872
1873         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1874         if (file)
1875         {
1876                 FS_Print(file, "/* The engine may define the following macros:\n");
1877                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878                 for (i = 0;i < SHADERMODE_COUNT;i++)
1879                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1880                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881                         FS_Print(file, shaderpermutationinfo[i].pretext);
1882                 FS_Print(file, "*/\n");
1883                 FS_Print(file, builtinhlslshaderstring);
1884                 FS_Close(file);
1885                 Con_Printf("hlsl/default.hlsl written\n");
1886         }
1887         else
1888                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1889 }
1890
1891 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1892 {
1893         unsigned int permutation = 0;
1894         if (r_trippy.integer && !notrippy)
1895                 permutation |= SHADERPERMUTATION_TRIPPY;
1896         permutation |= SHADERPERMUTATION_VIEWTINT;
1897         if (first)
1898                 permutation |= SHADERPERMUTATION_DIFFUSE;
1899         if (second)
1900                 permutation |= SHADERPERMUTATION_SPECULAR;
1901         if (texturemode == GL_MODULATE)
1902                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1903         else if (texturemode == GL_ADD)
1904                 permutation |= SHADERPERMUTATION_GLOW;
1905         else if (texturemode == GL_DECAL)
1906                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1907         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1908                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1909         if (suppresstexalpha)
1910                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1911         if (!second)
1912                 texturemode = GL_MODULATE;
1913         if (vid.allowalphatocoverage)
1914                 GL_AlphaToCoverage(false);
1915         switch (vid.renderpath)
1916         {
1917         case RENDERPATH_D3D9:
1918 #ifdef SUPPORTD3D
1919                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1920                 R_Mesh_TexBind(GL20TU_FIRST , first );
1921                 R_Mesh_TexBind(GL20TU_SECOND, second);
1922                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1923                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1924 #endif
1925                 break;
1926         case RENDERPATH_D3D10:
1927                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1928                 break;
1929         case RENDERPATH_D3D11:
1930                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931                 break;
1932         case RENDERPATH_GL20:
1933         case RENDERPATH_GLES2:
1934                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1935                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1936                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1937                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1938                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1939                 break;
1940         case RENDERPATH_GL13:
1941         case RENDERPATH_GLES1:
1942                 R_Mesh_TexBind(0, first );
1943                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1944                 R_Mesh_TexBind(1, second);
1945                 if (second)
1946                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1947                 break;
1948         case RENDERPATH_GL11:
1949                 R_Mesh_TexBind(0, first );
1950                 break;
1951         case RENDERPATH_SOFT:
1952                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1953                 R_Mesh_TexBind(GL20TU_FIRST , first );
1954                 R_Mesh_TexBind(GL20TU_SECOND, second);
1955                 break;
1956         }
1957 }
1958
1959 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1960 {
1961         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1962 }
1963
1964 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1965 {
1966         unsigned int permutation = 0;
1967         if (r_trippy.integer && !notrippy)
1968                 permutation |= SHADERPERMUTATION_TRIPPY;
1969         if (depthrgb)
1970                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1971         if (vid.allowalphatocoverage)
1972                 GL_AlphaToCoverage(false);
1973         switch (vid.renderpath)
1974         {
1975         case RENDERPATH_D3D9:
1976 #ifdef SUPPORTD3D
1977                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1978 #endif
1979                 break;
1980         case RENDERPATH_D3D10:
1981                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1982                 break;
1983         case RENDERPATH_D3D11:
1984                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1985                 break;
1986         case RENDERPATH_GL20:
1987         case RENDERPATH_GLES2:
1988                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1989                 break;
1990         case RENDERPATH_GL13:
1991         case RENDERPATH_GLES1:
1992                 R_Mesh_TexBind(0, 0);
1993                 R_Mesh_TexBind(1, 0);
1994                 break;
1995         case RENDERPATH_GL11:
1996                 R_Mesh_TexBind(0, 0);
1997                 break;
1998         case RENDERPATH_SOFT:
1999                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000                 break;
2001         }
2002 }
2003
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2005 {
2006         int permutation = 0;
2007         if (r_trippy.integer && !notrippy)
2008                 permutation |= SHADERPERMUTATION_TRIPPY;
2009         if (vid.allowalphatocoverage)
2010                 GL_AlphaToCoverage(false);
2011         switch (vid.renderpath)
2012         {
2013         case RENDERPATH_D3D9:
2014 #ifdef SUPPORTHLSL
2015                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2016 #endif
2017                 break;
2018         case RENDERPATH_D3D10:
2019                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2020                 break;
2021         case RENDERPATH_D3D11:
2022                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2023                 break;
2024         case RENDERPATH_GL20:
2025         case RENDERPATH_GLES2:
2026                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2027                 break;
2028         case RENDERPATH_GL13:
2029         case RENDERPATH_GLES1:
2030                 break;
2031         case RENDERPATH_GL11:
2032                 break;
2033         case RENDERPATH_SOFT:
2034                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2035                 break;
2036         }
2037 }
2038
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern rtexture_t *r_shadow_attenuationgradienttexture;
2041 extern rtexture_t *r_shadow_attenuation2dtexture;
2042 extern rtexture_t *r_shadow_attenuation3dtexture;
2043 extern qboolean r_shadow_usingshadowmap2d;
2044 extern qboolean r_shadow_usingshadowmaportho;
2045 extern float r_shadow_shadowmap_texturescale[2];
2046 extern float r_shadow_shadowmap_parameters[4];
2047 extern qboolean r_shadow_shadowmapvsdct;
2048 extern qboolean r_shadow_shadowmapsampler;
2049 extern int r_shadow_shadowmappcf;
2050 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2051 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2052 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2053 extern matrix4x4_t r_shadow_shadowmapmatrix;
2054 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2055 extern int r_shadow_prepass_width;
2056 extern int r_shadow_prepass_height;
2057 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2058 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2059 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2060 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2061
2062 #define BLENDFUNC_ALLOWS_COLORMOD      1
2063 #define BLENDFUNC_ALLOWS_FOG           2
2064 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2065 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2066 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2067 static int R_BlendFuncFlags(int src, int dst)
2068 {
2069         int r = 0;
2070
2071         // a blendfunc allows colormod if:
2072         // a) it can never keep the destination pixel invariant, or
2073         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2074         // this is to prevent unintended side effects from colormod
2075
2076         // a blendfunc allows fog if:
2077         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2078         // this is to prevent unintended side effects from fog
2079
2080         // these checks are the output of fogeval.pl
2081
2082         r |= BLENDFUNC_ALLOWS_COLORMOD;
2083         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2084         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2085         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2086         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2087         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2091         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2092         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2093         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2094         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2095         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2096         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2098         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2099         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2100         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2101         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2102         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2103         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104
2105         return r;
2106 }
2107
2108 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)
2109 {
2110         // select a permutation of the lighting shader appropriate to this
2111         // combination of texture, entity, light source, and fogging, only use the
2112         // minimum features necessary to avoid wasting rendering time in the
2113         // fragment shader on features that are not being used
2114         unsigned int permutation = 0;
2115         unsigned int mode = 0;
2116         int blendfuncflags;
2117         static float dummy_colormod[3] = {1, 1, 1};
2118         float *colormod = rsurface.colormod;
2119         float m16f[16];
2120         matrix4x4_t tempmatrix;
2121         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2122         if (r_trippy.integer && !notrippy)
2123                 permutation |= SHADERPERMUTATION_TRIPPY;
2124         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2125                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2126         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2127                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2128         if (rsurfacepass == RSURFPASS_BACKGROUND)
2129         {
2130                 // distorted background
2131                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2132                 {
2133                         mode = SHADERMODE_WATER;
2134                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2135                         {
2136                                 // this is the right thing to do for wateralpha
2137                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2138                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2139                         }
2140                         else
2141                         {
2142                                 // this is the right thing to do for entity alpha
2143                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2144                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2145                         }
2146                 }
2147                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2148                 {
2149                         mode = SHADERMODE_REFRACTION;
2150                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2151                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2152                 }
2153                 else
2154                 {
2155                         mode = SHADERMODE_GENERIC;
2156                         permutation |= SHADERPERMUTATION_DIFFUSE;
2157                         GL_BlendFunc(GL_ONE, GL_ZERO);
2158                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2159                 }
2160                 if (vid.allowalphatocoverage)
2161                         GL_AlphaToCoverage(false);
2162         }
2163         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2164         {
2165                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2166                 {
2167                         switch(rsurface.texture->offsetmapping)
2168                         {
2169                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2170                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2171                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2172                         case OFFSETMAPPING_OFF: break;
2173                         }
2174                 }
2175                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2176                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2177                 // normalmap (deferred prepass), may use alpha test on diffuse
2178                 mode = SHADERMODE_DEFERREDGEOMETRY;
2179                 GL_BlendFunc(GL_ONE, GL_ZERO);
2180                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2181                 if (vid.allowalphatocoverage)
2182                         GL_AlphaToCoverage(false);
2183         }
2184         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2185         {
2186                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2187                 {
2188                         switch(rsurface.texture->offsetmapping)
2189                         {
2190                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2191                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2192                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193                         case OFFSETMAPPING_OFF: break;
2194                         }
2195                 }
2196                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2197                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2198                 // light source
2199                 mode = SHADERMODE_LIGHTSOURCE;
2200                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2201                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2202                 if (diffusescale > 0)
2203                         permutation |= SHADERPERMUTATION_DIFFUSE;
2204                 if (specularscale > 0)
2205                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2206                 if (r_refdef.fogenabled)
2207                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2208                 if (rsurface.texture->colormapping)
2209                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2210                 if (r_shadow_usingshadowmap2d)
2211                 {
2212                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2213                         if(r_shadow_shadowmapvsdct)
2214                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2215
2216                         if (r_shadow_shadowmapsampler)
2217                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2218                         if (r_shadow_shadowmappcf > 1)
2219                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2220                         else if (r_shadow_shadowmappcf)
2221                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2222                         if (r_shadow_shadowmap2ddepthbuffer)
2223                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2224                 }
2225                 if (rsurface.texture->reflectmasktexture)
2226                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229                 if (vid.allowalphatocoverage)
2230                         GL_AlphaToCoverage(false);
2231         }
2232         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2233         {
2234                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2235                 {
2236                         switch(rsurface.texture->offsetmapping)
2237                         {
2238                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241                         case OFFSETMAPPING_OFF: break;
2242                         }
2243                 }
2244                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246                 // unshaded geometry (fullbright or ambient model lighting)
2247                 mode = SHADERMODE_FLATCOLOR;
2248                 ambientscale = diffusescale = specularscale = 0;
2249                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250                         permutation |= SHADERPERMUTATION_GLOW;
2251                 if (r_refdef.fogenabled)
2252                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253                 if (rsurface.texture->colormapping)
2254                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2255                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2256                 {
2257                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2259
2260                         if (r_shadow_shadowmapsampler)
2261                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262                         if (r_shadow_shadowmappcf > 1)
2263                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264                         else if (r_shadow_shadowmappcf)
2265                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2266                         if (r_shadow_shadowmap2ddepthbuffer)
2267                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2268                 }
2269                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2270                         permutation |= SHADERPERMUTATION_REFLECTION;
2271                 if (rsurface.texture->reflectmasktexture)
2272                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2273                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2274                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2275                 // when using alphatocoverage, we don't need alphakill
2276                 if (vid.allowalphatocoverage)
2277                 {
2278                         if (r_transparent_alphatocoverage.integer)
2279                         {
2280                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2281                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2282                         }
2283                         else
2284                                 GL_AlphaToCoverage(false);
2285                 }
2286         }
2287         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2288         {
2289                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2290                 {
2291                         switch(rsurface.texture->offsetmapping)
2292                         {
2293                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2294                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2295                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2296                         case OFFSETMAPPING_OFF: break;
2297                         }
2298                 }
2299                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2300                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2301                 // directional model lighting
2302                 mode = SHADERMODE_LIGHTDIRECTION;
2303                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2304                         permutation |= SHADERPERMUTATION_GLOW;
2305                 permutation |= SHADERPERMUTATION_DIFFUSE;
2306                 if (specularscale > 0)
2307                         permutation |= SHADERPERMUTATION_SPECULAR;
2308                 if (r_refdef.fogenabled)
2309                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2310                 if (rsurface.texture->colormapping)
2311                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2312                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2313                 {
2314                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2315                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2316
2317                         if (r_shadow_shadowmapsampler)
2318                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2319                         if (r_shadow_shadowmappcf > 1)
2320                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2321                         else if (r_shadow_shadowmappcf)
2322                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2323                         if (r_shadow_shadowmap2ddepthbuffer)
2324                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2325                 }
2326                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2327                         permutation |= SHADERPERMUTATION_REFLECTION;
2328                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2329                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2330                 if (rsurface.texture->reflectmasktexture)
2331                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2332                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2333                 {
2334                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2335                         if (r_shadow_bouncegriddirectional)
2336                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2337                 }
2338                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2339                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2340                 // when using alphatocoverage, we don't need alphakill
2341                 if (vid.allowalphatocoverage)
2342                 {
2343                         if (r_transparent_alphatocoverage.integer)
2344                         {
2345                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2346                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2347                         }
2348                         else
2349                                 GL_AlphaToCoverage(false);
2350                 }
2351         }
2352         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2353         {
2354                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2355                 {
2356                         switch(rsurface.texture->offsetmapping)
2357                         {
2358                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2359                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2360                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2361                         case OFFSETMAPPING_OFF: break;
2362                         }
2363                 }
2364                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2365                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2366                 // ambient model lighting
2367                 mode = SHADERMODE_LIGHTDIRECTION;
2368                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2369                         permutation |= SHADERPERMUTATION_GLOW;
2370                 if (r_refdef.fogenabled)
2371                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2372                 if (rsurface.texture->colormapping)
2373                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2374                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2375                 {
2376                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2377                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2378
2379                         if (r_shadow_shadowmapsampler)
2380                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2381                         if (r_shadow_shadowmappcf > 1)
2382                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2383                         else if (r_shadow_shadowmappcf)
2384                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2385                         if (r_shadow_shadowmap2ddepthbuffer)
2386                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2387                 }
2388                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2389                         permutation |= SHADERPERMUTATION_REFLECTION;
2390                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2391                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2392                 if (rsurface.texture->reflectmasktexture)
2393                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2394                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2395                 {
2396                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2397                         if (r_shadow_bouncegriddirectional)
2398                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2399                 }
2400                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2401                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2402                 // when using alphatocoverage, we don't need alphakill
2403                 if (vid.allowalphatocoverage)
2404                 {
2405                         if (r_transparent_alphatocoverage.integer)
2406                         {
2407                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2408                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2409                         }
2410                         else
2411                                 GL_AlphaToCoverage(false);
2412                 }
2413         }
2414         else
2415         {
2416                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2417                 {
2418                         switch(rsurface.texture->offsetmapping)
2419                         {
2420                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2421                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2422                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2423                         case OFFSETMAPPING_OFF: break;
2424                         }
2425                 }
2426                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2427                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2428                 // lightmapped wall
2429                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2430                         permutation |= SHADERPERMUTATION_GLOW;
2431                 if (r_refdef.fogenabled)
2432                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2433                 if (rsurface.texture->colormapping)
2434                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2435                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2436                 {
2437                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2438                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2439
2440                         if (r_shadow_shadowmapsampler)
2441                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2442                         if (r_shadow_shadowmappcf > 1)
2443                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2444                         else if (r_shadow_shadowmappcf)
2445                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2446                         if (r_shadow_shadowmap2ddepthbuffer)
2447                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2448                 }
2449                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2450                         permutation |= SHADERPERMUTATION_REFLECTION;
2451                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2452                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2453                 if (rsurface.texture->reflectmasktexture)
2454                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2455                 if (FAKELIGHT_ENABLED)
2456                 {
2457                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2458                         mode = SHADERMODE_FAKELIGHT;
2459                         permutation |= SHADERPERMUTATION_DIFFUSE;
2460                         if (specularscale > 0)
2461                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2462                 }
2463                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2464                 {
2465                         // deluxemapping (light direction texture)
2466                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2467                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2468                         else
2469                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2470                         permutation |= SHADERPERMUTATION_DIFFUSE;
2471                         if (specularscale > 0)
2472                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473                 }
2474                 else if (r_glsl_deluxemapping.integer >= 2)
2475                 {
2476                         // fake deluxemapping (uniform light direction in tangentspace)
2477                         if (rsurface.uselightmaptexture)
2478                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2479                         else
2480                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2481                         permutation |= SHADERPERMUTATION_DIFFUSE;
2482                         if (specularscale > 0)
2483                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484                 }
2485                 else if (rsurface.uselightmaptexture)
2486                 {
2487                         // ordinary lightmapping (q1bsp, q3bsp)
2488                         mode = SHADERMODE_LIGHTMAP;
2489                 }
2490                 else
2491                 {
2492                         // ordinary vertex coloring (q3bsp)
2493                         mode = SHADERMODE_VERTEXCOLOR;
2494                 }
2495                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2496                 {
2497                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2498                         if (r_shadow_bouncegriddirectional)
2499                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2500                 }
2501                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2503                 // when using alphatocoverage, we don't need alphakill
2504                 if (vid.allowalphatocoverage)
2505                 {
2506                         if (r_transparent_alphatocoverage.integer)
2507                         {
2508                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2509                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2510                         }
2511                         else
2512                                 GL_AlphaToCoverage(false);
2513                 }
2514         }
2515         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2516                 colormod = dummy_colormod;
2517         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2518                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2519         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2520                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2521         switch(vid.renderpath)
2522         {
2523         case RENDERPATH_D3D9:
2524 #ifdef SUPPORTD3D
2525                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2526                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2527                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2528                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2529                 if (mode == SHADERMODE_LIGHTSOURCE)
2530                 {
2531                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2532                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2533                 }
2534                 else
2535                 {
2536                         if (mode == SHADERMODE_LIGHTDIRECTION)
2537                         {
2538                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2539                         }
2540                 }
2541                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2542                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2543                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2544                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2545                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2546
2547                 if (mode == SHADERMODE_LIGHTSOURCE)
2548                 {
2549                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2550                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2551                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2552                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2553                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2554
2555                         // additive passes are only darkened by fog, not tinted
2556                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2557                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2558                 }
2559                 else
2560                 {
2561                         if (mode == SHADERMODE_FLATCOLOR)
2562                         {
2563                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2564                         }
2565                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2566                         {
2567                                 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]);
2568                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2569                                 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);
2570                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2571                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2573                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2574                         }
2575                         else
2576                         {
2577                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2578                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2579                                 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);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2581                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582                         }
2583                         // additive passes are only darkened by fog, not tinted
2584                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2585                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586                         else
2587                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2588                         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);
2589                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2590                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2591                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2593                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2594                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2595                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2596                         if (mode == SHADERMODE_WATER)
2597                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2598                 }
2599                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2600                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2601                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2602                 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));
2603                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2604                 if (rsurface.texture->pantstexture)
2605                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2606                 else
2607                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2608                 if (rsurface.texture->shirttexture)
2609                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2610                 else
2611                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2612                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2613                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2615                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2616                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2617                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2618                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2620                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2621                         );
2622                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2623                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2624                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2625                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2626
2627                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2628                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2629                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2630                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2631                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2632                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2633                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2634                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2635                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2636                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2637                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2638                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2639                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2640                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2641                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2642                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2643                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2644                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2645                 {
2646                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2647                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2648                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2649                 }
2650                 else
2651                 {
2652                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2653                 }
2654 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2655                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2656                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2657                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2658                 {
2659                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2660                         if (rsurface.rtlight)
2661                         {
2662                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2663                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2664                         }
2665                 }
2666 #endif
2667                 break;
2668         case RENDERPATH_D3D10:
2669                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2670                 break;
2671         case RENDERPATH_D3D11:
2672                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673                 break;
2674         case RENDERPATH_GL20:
2675         case RENDERPATH_GLES2:
2676                 if (!vid.useinterleavedarrays)
2677                 {
2678                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2679                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2680                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2681                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2682                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2683                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2684                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2685                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2686                 }
2687                 else
2688                 {
2689                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2690                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2691                 }
2692                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2693                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2694                 if (mode == SHADERMODE_LIGHTSOURCE)
2695                 {
2696                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2697                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2698                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2699                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2700                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2701                         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);
2702         
2703                         // additive passes are only darkened by fog, not tinted
2704                         if (r_glsl_permutation->loc_FogColor >= 0)
2705                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2706                         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);
2707                 }
2708                 else
2709                 {
2710                         if (mode == SHADERMODE_FLATCOLOR)
2711                         {
2712                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2713                         }
2714                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2715                         {
2716                                 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]);
2717                                 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]);
2718                                 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);
2719                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2720                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2721                                 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]);
2722                                 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]);
2723                         }
2724                         else
2725                         {
2726                                 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]);
2727                                 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]);
2728                                 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);
2729                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2730                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731                         }
2732                         // additive passes are only darkened by fog, not tinted
2733                         if (r_glsl_permutation->loc_FogColor >= 0)
2734                         {
2735                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2736                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2737                                 else
2738                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2739                         }
2740                         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);
2741                         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]);
2742                         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]);
2743                         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]);
2744                         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]);
2745                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2746                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2747                         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);
2748                         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]);
2749                 }
2750                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2751                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2752                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2753                 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]);
2754                 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]);
2755
2756                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2757                 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));
2758                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2759                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2760                 {
2761                         if (rsurface.texture->pantstexture)
2762                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2763                         else
2764                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2765                 }
2766                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2767                 {
2768                         if (rsurface.texture->shirttexture)
2769                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2770                         else
2771                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2772                 }
2773                 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]);
2774                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2775                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2776                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2777                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2778                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2779                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2781                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2782                         );
2783                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2784                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2785                 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]);
2786                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2787                 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);}
2788                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2789
2790                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2791                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2792                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2793                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2794                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2795                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2796                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2797                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2798                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2799                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2800                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2801                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2802                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2803                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2804                 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);
2805                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2806                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2807                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2808                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2809                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2810                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2811                 {
2812                         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);
2813                         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);
2814                         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);
2815                 }
2816                 else
2817                 {
2818                         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);
2819                 }
2820                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2821                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2822                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2823                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2824                 {
2825                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2826                         if (rsurface.rtlight)
2827                         {
2828                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2829                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2830                         }
2831                 }
2832                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2833                 CHECKGLERROR
2834                 break;
2835         case RENDERPATH_GL11:
2836         case RENDERPATH_GL13:
2837         case RENDERPATH_GLES1:
2838                 break;
2839         case RENDERPATH_SOFT:
2840                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2841                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2842                 R_SetupShader_SetPermutationSoft(mode, permutation);
2843                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2844                 if (mode == SHADERMODE_LIGHTSOURCE)
2845                 {
2846                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2847                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2848                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2849                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2850                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2851                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2852         
2853                         // additive passes are only darkened by fog, not tinted
2854                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2855                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2856                 }
2857                 else
2858                 {
2859                         if (mode == SHADERMODE_FLATCOLOR)
2860                         {
2861                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2862                         }
2863                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2864                         {
2865                                 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]);
2866                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2867                                 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);
2868                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2869                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2870                                 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]);
2871                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2872                         }
2873                         else
2874                         {
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2876                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2877                                 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);
2878                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2879                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880                         }
2881                         // additive passes are only darkened by fog, not tinted
2882                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2883                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2884                         else
2885                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2886                         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);
2887                         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]);
2888                         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]);
2889                         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]);
2890                         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]);
2891                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2892                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2893                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2894                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2895                 }
2896                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2897                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2898                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2899                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2900                 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]);
2901
2902                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2903                 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));
2904                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2905                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2906                 {
2907                         if (rsurface.texture->pantstexture)
2908                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2909                         else
2910                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2911                 }
2912                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2913                 {
2914                         if (rsurface.texture->shirttexture)
2915                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2916                         else
2917                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2918                 }
2919                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2920                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2921                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2922                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2923                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2924                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2925                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2927                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2928                         );
2929                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2930                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2931                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2932                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2933
2934                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2935                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2936                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2937                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2938                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2939                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2940                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2941                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2942                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2943                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2944                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2945                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2946                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2947                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2948                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2949                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2950                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2951                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2952                 {
2953                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2954                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2955                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2956                 }
2957                 else
2958                 {
2959                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2960                 }
2961 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2962                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2963                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2964                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2965                 {
2966                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2967                         if (rsurface.rtlight)
2968                         {
2969                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2970                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2971                         }
2972                 }
2973                 break;
2974         }
2975 }
2976
2977 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2978 {
2979         // select a permutation of the lighting shader appropriate to this
2980         // combination of texture, entity, light source, and fogging, only use the
2981         // minimum features necessary to avoid wasting rendering time in the
2982         // fragment shader on features that are not being used
2983         unsigned int permutation = 0;
2984         unsigned int mode = 0;
2985         const float *lightcolorbase = rtlight->currentcolor;
2986         float ambientscale = rtlight->ambientscale;
2987         float diffusescale = rtlight->diffusescale;
2988         float specularscale = rtlight->specularscale;
2989         // this is the location of the light in view space
2990         vec3_t viewlightorigin;
2991         // this transforms from view space (camera) to light space (cubemap)
2992         matrix4x4_t viewtolight;
2993         matrix4x4_t lighttoview;
2994         float viewtolight16f[16];
2995         // light source
2996         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2997         if (rtlight->currentcubemap != r_texture_whitecube)
2998                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2999         if (diffusescale > 0)
3000                 permutation |= SHADERPERMUTATION_DIFFUSE;
3001         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3002                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3003         if (r_shadow_usingshadowmap2d)
3004         {
3005                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3006                 if (r_shadow_shadowmapvsdct)
3007                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3008
3009                 if (r_shadow_shadowmapsampler)
3010                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3011                 if (r_shadow_shadowmappcf > 1)
3012                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3013                 else if (r_shadow_shadowmappcf)
3014                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3015                 if (r_shadow_shadowmap2ddepthbuffer)
3016                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3017         }
3018         if (vid.allowalphatocoverage)
3019                 GL_AlphaToCoverage(false);
3020         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3021         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3022         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3023         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3024         switch(vid.renderpath)
3025         {
3026         case RENDERPATH_D3D9:
3027 #ifdef SUPPORTD3D
3028                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3029                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3030                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3031                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3032                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3033                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3034                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3035                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3036                 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);
3037                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3038                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3039
3040                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3041                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3042                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3043                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3044                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3045 #endif
3046                 break;
3047         case RENDERPATH_D3D10:
3048                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3049                 break;
3050         case RENDERPATH_D3D11:
3051                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3052                 break;
3053         case RENDERPATH_GL20:
3054         case RENDERPATH_GLES2:
3055                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3056                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3057                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3058                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3059                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3060                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3061                 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]);
3062                 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]);
3063                 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);
3064                 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]);
3065                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3066
3067                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3068                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3069                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3070                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3071                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3072                 break;
3073         case RENDERPATH_GL11:
3074         case RENDERPATH_GL13:
3075         case RENDERPATH_GLES1:
3076                 break;
3077         case RENDERPATH_SOFT:
3078                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3079                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3080                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3081                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3082                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3083                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3084                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3085                 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]);
3086                 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);
3087                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3088                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3089
3090                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3091                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3092                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3093                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3094                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3095                 break;
3096         }
3097 }
3098
3099 #define SKINFRAME_HASH 1024
3100
3101 typedef struct
3102 {
3103         int loadsequence; // incremented each level change
3104         memexpandablearray_t array;
3105         skinframe_t *hash[SKINFRAME_HASH];
3106 }
3107 r_skinframe_t;
3108 r_skinframe_t r_skinframe;
3109
3110 void R_SkinFrame_PrepareForPurge(void)
3111 {
3112         r_skinframe.loadsequence++;
3113         // wrap it without hitting zero
3114         if (r_skinframe.loadsequence >= 200)
3115                 r_skinframe.loadsequence = 1;
3116 }
3117
3118 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3119 {
3120         if (!skinframe)
3121                 return;
3122         // mark the skinframe as used for the purging code
3123         skinframe->loadsequence = r_skinframe.loadsequence;
3124 }
3125
3126 void R_SkinFrame_Purge(void)
3127 {
3128         int i;
3129         skinframe_t *s;
3130         for (i = 0;i < SKINFRAME_HASH;i++)
3131         {
3132                 for (s = r_skinframe.hash[i];s;s = s->next)
3133                 {
3134                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3135                         {
3136                                 if (s->merged == s->base)
3137                                         s->merged = NULL;
3138                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3139                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3140                                 R_PurgeTexture(s->merged);s->merged = NULL;
3141                                 R_PurgeTexture(s->base  );s->base   = NULL;
3142                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3143                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3144                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3145                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3146                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3147                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3148                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3149                                 s->loadsequence = 0;
3150                         }
3151                 }
3152         }
3153 }
3154
3155 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3156         skinframe_t *item;
3157         char basename[MAX_QPATH];
3158
3159         Image_StripImageExtension(name, basename, sizeof(basename));
3160
3161         if( last == NULL ) {
3162                 int hashindex;
3163                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3164                 item = r_skinframe.hash[hashindex];
3165         } else {
3166                 item = last->next;
3167         }
3168
3169         // linearly search through the hash bucket
3170         for( ; item ; item = item->next ) {
3171                 if( !strcmp( item->basename, basename ) ) {
3172                         return item;
3173                 }
3174         }
3175         return NULL;
3176 }
3177
3178 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3179 {
3180         skinframe_t *item;
3181         int hashindex;
3182         char basename[MAX_QPATH];
3183
3184         Image_StripImageExtension(name, basename, sizeof(basename));
3185
3186         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3187         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3188                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3189                         break;
3190
3191         if (!item) {
3192                 rtexture_t *dyntexture;
3193                 // check whether its a dynamic texture
3194                 dyntexture = CL_GetDynTexture( basename );
3195                 if (!add && !dyntexture)
3196                         return NULL;
3197                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3198                 memset(item, 0, sizeof(*item));
3199                 strlcpy(item->basename, basename, sizeof(item->basename));
3200                 item->base = dyntexture; // either NULL or dyntexture handle
3201                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3202                 item->comparewidth = comparewidth;
3203                 item->compareheight = compareheight;
3204                 item->comparecrc = comparecrc;
3205                 item->next = r_skinframe.hash[hashindex];
3206                 r_skinframe.hash[hashindex] = item;
3207         }
3208         else if (textureflags & TEXF_FORCE_RELOAD)
3209         {
3210                 rtexture_t *dyntexture;
3211                 // check whether its a dynamic texture
3212                 dyntexture = CL_GetDynTexture( basename );
3213                 if (!add && !dyntexture)
3214                         return NULL;
3215                 if (item->merged == item->base)
3216                         item->merged = NULL;
3217                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3218                 R_PurgeTexture(item->stain );item->stain  = NULL;
3219                 R_PurgeTexture(item->merged);item->merged = NULL;
3220                 R_PurgeTexture(item->base  );item->base   = NULL;
3221                 R_PurgeTexture(item->pants );item->pants  = NULL;
3222                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3223                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3224                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3225                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3226                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3227         R_PurgeTexture(item->reflect);item->reflect = NULL;
3228                 item->loadsequence = 0;
3229         }
3230         else if( item->base == NULL )
3231         {
3232                 rtexture_t *dyntexture;
3233                 // check whether its a dynamic texture
3234                 // 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]
3235                 dyntexture = CL_GetDynTexture( basename );
3236                 item->base = dyntexture; // either NULL or dyntexture handle
3237         }
3238
3239         R_SkinFrame_MarkUsed(item);
3240         return item;
3241 }
3242
3243 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3244         { \
3245                 unsigned long long avgcolor[5], wsum; \
3246                 int pix, comp, w; \
3247                 avgcolor[0] = 0; \
3248                 avgcolor[1] = 0; \
3249                 avgcolor[2] = 0; \
3250                 avgcolor[3] = 0; \
3251                 avgcolor[4] = 0; \
3252                 wsum = 0; \
3253                 for(pix = 0; pix < cnt; ++pix) \
3254                 { \
3255                         w = 0; \
3256                         for(comp = 0; comp < 3; ++comp) \
3257                                 w += getpixel; \
3258                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3259                         { \
3260                                 ++wsum; \
3261                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3262                                 w = getpixel; \
3263                                 for(comp = 0; comp < 3; ++comp) \
3264                                         avgcolor[comp] += getpixel * w; \
3265                                 avgcolor[3] += w; \
3266                         } \
3267                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3268                         avgcolor[4] += getpixel; \
3269                 } \
3270                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3271                         avgcolor[3] = 1; \
3272                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3273                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3274                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3275                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3276         }
3277
3278 extern cvar_t gl_picmip;
3279 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3280 {
3281         int j;
3282         unsigned char *pixels;
3283         unsigned char *bumppixels;
3284         unsigned char *basepixels = NULL;
3285         int basepixels_width = 0;
3286         int basepixels_height = 0;
3287         skinframe_t *skinframe;
3288         rtexture_t *ddsbase = NULL;
3289         qboolean ddshasalpha = false;
3290         float ddsavgcolor[4];
3291         char basename[MAX_QPATH];
3292         int miplevel = R_PicmipForFlags(textureflags);
3293         int savemiplevel = miplevel;
3294         int mymiplevel;
3295         char vabuf[1024];
3296
3297         if (cls.state == ca_dedicated)
3298                 return NULL;
3299
3300         // return an existing skinframe if already loaded
3301         // if loading of the first image fails, don't make a new skinframe as it
3302         // would cause all future lookups of this to be missing
3303         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3304         if (skinframe && skinframe->base)
3305                 return skinframe;
3306
3307         Image_StripImageExtension(name, basename, sizeof(basename));
3308
3309         // check for DDS texture file first
3310         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3311         {
3312                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3313                 if (basepixels == NULL)
3314                         return NULL;
3315         }
3316
3317         // FIXME handle miplevel
3318
3319         if (developer_loading.integer)
3320                 Con_Printf("loading skin \"%s\"\n", name);
3321
3322         // we've got some pixels to store, so really allocate this new texture now
3323         if (!skinframe)
3324                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3325         textureflags &= ~TEXF_FORCE_RELOAD;
3326         skinframe->stain = NULL;
3327         skinframe->merged = NULL;
3328         skinframe->base = NULL;
3329         skinframe->pants = NULL;
3330         skinframe->shirt = NULL;
3331         skinframe->nmap = NULL;
3332         skinframe->gloss = NULL;
3333         skinframe->glow = NULL;
3334         skinframe->fog = NULL;
3335         skinframe->reflect = NULL;
3336         skinframe->hasalpha = false;
3337
3338         if (ddsbase)
3339         {
3340                 skinframe->base = ddsbase;
3341                 skinframe->hasalpha = ddshasalpha;
3342                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3343                 if (r_loadfog && skinframe->hasalpha)
3344                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3345                 //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]);
3346         }
3347         else
3348         {
3349                 basepixels_width = image_width;
3350                 basepixels_height = image_height;
3351                 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);
3352                 if (textureflags & TEXF_ALPHA)
3353                 {
3354                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3355                         {
3356                                 if (basepixels[j] < 255)
3357                                 {
3358                                         skinframe->hasalpha = true;
3359                                         break;
3360                                 }
3361                         }
3362                         if (r_loadfog && skinframe->hasalpha)
3363                         {
3364                                 // has transparent pixels
3365                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3366                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3367                                 {
3368                                         pixels[j+0] = 255;
3369                                         pixels[j+1] = 255;
3370                                         pixels[j+2] = 255;
3371                                         pixels[j+3] = basepixels[j+3];
3372                                 }
3373                                 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);
3374                                 Mem_Free(pixels);
3375                         }
3376                 }
3377                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3378 #ifndef USE_GLES2
3379                 //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]);
3380                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3381                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3382                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3383                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3384 #endif
3385         }
3386
3387         if (r_loaddds)
3388         {
3389                 mymiplevel = savemiplevel;
3390                 if (r_loadnormalmap)
3391                         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);
3392                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393                 if (r_loadgloss)
3394                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3395                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3396                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3397                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3398         }
3399
3400         // _norm is the name used by tenebrae and has been adopted as standard
3401         if (r_loadnormalmap && skinframe->nmap == NULL)
3402         {
3403                 mymiplevel = savemiplevel;
3404                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3405                 {
3406                         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);
3407                         Mem_Free(pixels);
3408                         pixels = NULL;
3409                 }
3410                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3411                 {
3412                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3413                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3414                         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);
3415                         Mem_Free(pixels);
3416                         Mem_Free(bumppixels);
3417                 }
3418                 else if (r_shadow_bumpscale_basetexture.value > 0)
3419                 {
3420                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3421                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3422                         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);
3423                         Mem_Free(pixels);
3424                 }
3425 #ifndef USE_GLES2
3426                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3427                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3428 #endif
3429         }
3430
3431         // _luma is supported only for tenebrae compatibility
3432         // _glow is the preferred name
3433         mymiplevel = savemiplevel;
3434         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))))
3435         {
3436                 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);
3437 #ifndef USE_GLES2
3438                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3439                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3440 #endif
3441                 Mem_Free(pixels);pixels = NULL;
3442         }
3443
3444         mymiplevel = savemiplevel;
3445         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3446         {
3447                 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);
3448 #ifndef USE_GLES2
3449                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3450                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3451 #endif
3452                 Mem_Free(pixels);
3453                 pixels = NULL;
3454         }
3455
3456         mymiplevel = savemiplevel;
3457         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3458         {
3459                 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);
3460 #ifndef USE_GLES2
3461                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3462                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3463 #endif
3464                 Mem_Free(pixels);
3465                 pixels = NULL;
3466         }
3467
3468         mymiplevel = savemiplevel;
3469         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3470         {
3471                 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);
3472 #ifndef USE_GLES2
3473                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3474                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3475 #endif
3476                 Mem_Free(pixels);
3477                 pixels = NULL;
3478         }
3479
3480         mymiplevel = savemiplevel;
3481         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3482         {
3483                 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);
3484 #ifndef USE_GLES2
3485                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3486                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3487 #endif
3488                 Mem_Free(pixels);
3489                 pixels = NULL;
3490         }
3491
3492         if (basepixels)
3493                 Mem_Free(basepixels);
3494
3495         return skinframe;
3496 }
3497
3498 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3499 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3500 {
3501         int i;
3502         unsigned char *temp1, *temp2;
3503         skinframe_t *skinframe;
3504         char vabuf[1024];
3505
3506         if (cls.state == ca_dedicated)
3507                 return NULL;
3508
3509         // if already loaded just return it, otherwise make a new skinframe
3510         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3511         if (skinframe && skinframe->base)
3512                 return skinframe;
3513         textureflags &= ~TEXF_FORCE_RELOAD;
3514
3515         skinframe->stain = NULL;
3516         skinframe->merged = NULL;
3517         skinframe->base = NULL;
3518         skinframe->pants = NULL;
3519         skinframe->shirt = NULL;
3520         skinframe->nmap = NULL;
3521         skinframe->gloss = NULL;
3522         skinframe->glow = NULL;
3523         skinframe->fog = NULL;
3524         skinframe->reflect = NULL;
3525         skinframe->hasalpha = false;
3526
3527         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3528         if (!skindata)
3529                 return NULL;
3530
3531         if (developer_loading.integer)
3532                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3533
3534         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3535         {
3536                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3537                 temp2 = temp1 + width * height * 4;
3538                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3539                 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);
3540                 Mem_Free(temp1);
3541         }
3542         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3543         if (textureflags & TEXF_ALPHA)
3544         {
3545                 for (i = 3;i < width * height * 4;i += 4)
3546                 {
3547                         if (skindata[i] < 255)
3548                         {
3549                                 skinframe->hasalpha = true;
3550                                 break;
3551                         }
3552                 }
3553                 if (r_loadfog && skinframe->hasalpha)
3554                 {
3555                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3556                         memcpy(fogpixels, skindata, width * height * 4);
3557                         for (i = 0;i < width * height * 4;i += 4)
3558                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3559                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3560                         Mem_Free(fogpixels);
3561                 }
3562         }
3563
3564         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3565         //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]);
3566
3567         return skinframe;
3568 }
3569
3570 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3571 {
3572         int i;
3573         int featuresmask;
3574         skinframe_t *skinframe;
3575
3576         if (cls.state == ca_dedicated)
3577                 return NULL;
3578
3579         // if already loaded just return it, otherwise make a new skinframe
3580         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3581         if (skinframe && skinframe->base)
3582                 return skinframe;
3583         textureflags &= ~TEXF_FORCE_RELOAD;
3584
3585         skinframe->stain = NULL;
3586         skinframe->merged = NULL;
3587         skinframe->base = NULL;
3588         skinframe->pants = NULL;
3589         skinframe->shirt = NULL;
3590         skinframe->nmap = NULL;
3591         skinframe->gloss = NULL;
3592         skinframe->glow = NULL;
3593         skinframe->fog = NULL;
3594         skinframe->reflect = NULL;
3595         skinframe->hasalpha = false;
3596
3597         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3598         if (!skindata)
3599                 return NULL;
3600
3601         if (developer_loading.integer)
3602                 Con_Printf("loading quake skin \"%s\"\n", name);
3603
3604         // 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)
3605         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3606         memcpy(skinframe->qpixels, skindata, width*height);
3607         skinframe->qwidth = width;
3608         skinframe->qheight = height;
3609
3610         featuresmask = 0;
3611         for (i = 0;i < width * height;i++)
3612                 featuresmask |= palette_featureflags[skindata[i]];
3613
3614         skinframe->hasalpha = false;
3615         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3616         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3617         skinframe->qgeneratemerged = true;
3618         skinframe->qgeneratebase = skinframe->qhascolormapping;
3619         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3620
3621         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3622         //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]);
3623
3624         return skinframe;
3625 }
3626
3627 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3628 {
3629         int width;
3630         int height;
3631         unsigned char *skindata;
3632         char vabuf[1024];
3633
3634         if (!skinframe->qpixels)
3635                 return;
3636
3637         if (!skinframe->qhascolormapping)
3638                 colormapped = false;
3639
3640         if (colormapped)
3641         {
3642                 if (!skinframe->qgeneratebase)
3643                         return;
3644         }
3645         else
3646         {
3647                 if (!skinframe->qgeneratemerged)
3648                         return;
3649         }
3650
3651         width = skinframe->qwidth;
3652         height = skinframe->qheight;
3653         skindata = skinframe->qpixels;
3654
3655         if (skinframe->qgeneratenmap)
3656         {
3657                 unsigned char *temp1, *temp2;
3658                 skinframe->qgeneratenmap = false;
3659                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3660                 temp2 = temp1 + width * height * 4;
3661                 // use either a custom palette or the quake palette
3662                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3663                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3664                 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);
3665                 Mem_Free(temp1);
3666         }
3667
3668         if (skinframe->qgenerateglow)
3669         {
3670                 skinframe->qgenerateglow = false;
3671                 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
3672         }
3673
3674         if (colormapped)
3675         {
3676                 skinframe->qgeneratebase = false;
3677                 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);
3678                 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);
3679                 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);
3680         }
3681         else
3682         {
3683                 skinframe->qgeneratemerged = false;
3684                 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);
3685         }
3686
3687         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3688         {
3689                 Mem_Free(skinframe->qpixels);
3690                 skinframe->qpixels = NULL;
3691         }
3692 }
3693
3694 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)
3695 {
3696         int i;
3697         skinframe_t *skinframe;
3698         char vabuf[1024];
3699
3700         if (cls.state == ca_dedicated)
3701                 return NULL;
3702
3703         // if already loaded just return it, otherwise make a new skinframe
3704         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3705         if (skinframe && skinframe->base)
3706                 return skinframe;
3707         textureflags &= ~TEXF_FORCE_RELOAD;
3708
3709         skinframe->stain = NULL;
3710         skinframe->merged = NULL;
3711         skinframe->base = NULL;
3712         skinframe->pants = NULL;
3713         skinframe->shirt = NULL;
3714         skinframe->nmap = NULL;
3715         skinframe->gloss = NULL;
3716         skinframe->glow = NULL;
3717         skinframe->fog = NULL;
3718         skinframe->reflect = NULL;
3719         skinframe->hasalpha = false;
3720
3721         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3722         if (!skindata)
3723                 return NULL;
3724
3725         if (developer_loading.integer)
3726                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3727
3728         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3729         if (textureflags & TEXF_ALPHA)
3730         {
3731                 for (i = 0;i < width * height;i++)
3732                 {
3733                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3734                         {
3735                                 skinframe->hasalpha = true;
3736                                 break;
3737                         }
3738                 }
3739                 if (r_loadfog && skinframe->hasalpha)
3740                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3741         }
3742
3743         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3744         //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]);
3745
3746         return skinframe;
3747 }
3748
3749 skinframe_t *R_SkinFrame_LoadMissing(void)
3750 {
3751         skinframe_t *skinframe;
3752
3753         if (cls.state == ca_dedicated)
3754                 return NULL;
3755
3756         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3757         skinframe->stain = NULL;
3758         skinframe->merged = NULL;
3759         skinframe->base = NULL;
3760         skinframe->pants = NULL;
3761         skinframe->shirt = NULL;
3762         skinframe->nmap = NULL;
3763         skinframe->gloss = NULL;
3764         skinframe->glow = NULL;
3765         skinframe->fog = NULL;
3766         skinframe->reflect = NULL;
3767         skinframe->hasalpha = false;
3768
3769         skinframe->avgcolor[0] = rand() / RAND_MAX;
3770         skinframe->avgcolor[1] = rand() / RAND_MAX;
3771         skinframe->avgcolor[2] = rand() / RAND_MAX;
3772         skinframe->avgcolor[3] = 1;
3773
3774         return skinframe;
3775 }
3776
3777 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3778 typedef struct suffixinfo_s
3779 {
3780         const char *suffix;
3781         qboolean flipx, flipy, flipdiagonal;
3782 }
3783 suffixinfo_t;
3784 static suffixinfo_t suffix[3][6] =
3785 {
3786         {
3787                 {"px",   false, false, false},
3788                 {"nx",   false, false, false},
3789                 {"py",   false, false, false},
3790                 {"ny",   false, false, false},
3791                 {"pz",   false, false, false},
3792                 {"nz",   false, false, false}
3793         },
3794         {
3795                 {"posx", false, false, false},
3796                 {"negx", false, false, false},
3797                 {"posy", false, false, false},
3798                 {"negy", false, false, false},
3799                 {"posz", false, false, false},
3800                 {"negz", false, false, false}
3801         },
3802         {
3803                 {"rt",    true, false,  true},
3804                 {"lf",   false,  true,  true},
3805                 {"ft",    true,  true, false},
3806                 {"bk",   false, false, false},
3807                 {"up",    true, false,  true},
3808                 {"dn",    true, false,  true}
3809         }
3810 };
3811
3812 static int componentorder[4] = {0, 1, 2, 3};
3813
3814 static rtexture_t *R_LoadCubemap(const char *basename)
3815 {
3816         int i, j, cubemapsize;
3817         unsigned char *cubemappixels, *image_buffer;
3818         rtexture_t *cubemaptexture;
3819         char name[256];
3820         // must start 0 so the first loadimagepixels has no requested width/height
3821         cubemapsize = 0;
3822         cubemappixels = NULL;
3823         cubemaptexture = NULL;
3824         // keep trying different suffix groups (posx, px, rt) until one loads
3825         for (j = 0;j < 3 && !cubemappixels;j++)
3826         {
3827                 // load the 6 images in the suffix group
3828                 for (i = 0;i < 6;i++)
3829                 {
3830                         // generate an image name based on the base and and suffix
3831                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3832                         // load it
3833                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3834                         {
3835                                 // an image loaded, make sure width and height are equal
3836                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3837                                 {
3838                                         // if this is the first image to load successfully, allocate the cubemap memory
3839                                         if (!cubemappixels && image_width >= 1)
3840                                         {
3841                                                 cubemapsize = image_width;
3842                                                 // note this clears to black, so unavailable sides are black
3843                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3844                                         }
3845                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3846                                         if (cubemappixels)
3847                                                 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);
3848                                 }
3849                                 else
3850                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3851                                 // free the image
3852                                 Mem_Free(image_buffer);
3853                         }
3854                 }
3855         }
3856         // if a cubemap loaded, upload it
3857         if (cubemappixels)
3858         {
3859                 if (developer_loading.integer)
3860                         Con_Printf("loading cubemap \"%s\"\n", basename);
3861
3862                 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);
3863                 Mem_Free(cubemappixels);
3864         }
3865         else
3866         {
3867                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3868                 if (developer_loading.integer)
3869                 {
3870                         Con_Printf("(tried tried images ");
3871                         for (j = 0;j < 3;j++)
3872                                 for (i = 0;i < 6;i++)
3873                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3874                         Con_Print(" and was unable to find any of them).\n");
3875                 }
3876         }
3877         return cubemaptexture;
3878 }
3879
3880 rtexture_t *R_GetCubemap(const char *basename)
3881 {
3882         int i;
3883         for (i = 0;i < r_texture_numcubemaps;i++)
3884                 if (r_texture_cubemaps[i] != NULL)
3885                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3886                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3887         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3888                 return r_texture_whitecube;
3889         r_texture_numcubemaps++;
3890         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3891         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3892         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3893         return r_texture_cubemaps[i]->texture;
3894 }
3895
3896 static void R_Main_FreeViewCache(void)
3897 {
3898         if (r_refdef.viewcache.entityvisible)
3899                 Mem_Free(r_refdef.viewcache.entityvisible);
3900         if (r_refdef.viewcache.world_pvsbits)
3901                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3902         if (r_refdef.viewcache.world_leafvisible)
3903                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3904         if (r_refdef.viewcache.world_surfacevisible)
3905                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3906         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3907 }
3908
3909 static void R_Main_ResizeViewCache(void)
3910 {
3911         int numentities = r_refdef.scene.numentities;
3912         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3913         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3914         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3915         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3916         if (r_refdef.viewcache.maxentities < numentities)
3917         {
3918                 r_refdef.viewcache.maxentities = numentities;
3919                 if (r_refdef.viewcache.entityvisible)
3920                         Mem_Free(r_refdef.viewcache.entityvisible);
3921                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3922         }
3923         if (r_refdef.viewcache.world_numclusters != numclusters)
3924         {
3925                 r_refdef.viewcache.world_numclusters = numclusters;
3926                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3927                 if (r_refdef.viewcache.world_pvsbits)
3928                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3929                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3930         }
3931         if (r_refdef.viewcache.world_numleafs != numleafs)
3932         {
3933                 r_refdef.viewcache.world_numleafs = numleafs;
3934                 if (r_refdef.viewcache.world_leafvisible)
3935                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3936                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3937         }
3938         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3939         {
3940                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3941                 if (r_refdef.viewcache.world_surfacevisible)
3942                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3943                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3944         }
3945 }
3946
3947 extern rtexture_t *loadingscreentexture;
3948 static void gl_main_start(void)
3949 {
3950         loadingscreentexture = NULL;
3951         r_texture_blanknormalmap = NULL;
3952         r_texture_white = NULL;
3953         r_texture_grey128 = NULL;
3954         r_texture_black = NULL;
3955         r_texture_whitecube = NULL;
3956         r_texture_normalizationcube = NULL;
3957         r_texture_fogattenuation = NULL;
3958         r_texture_fogheighttexture = NULL;
3959         r_texture_gammaramps = NULL;
3960         r_texture_numcubemaps = 0;
3961
3962         r_loaddds = r_texture_dds_load.integer != 0;
3963         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3964
3965         switch(vid.renderpath)
3966         {
3967         case RENDERPATH_GL20:
3968         case RENDERPATH_D3D9:
3969         case RENDERPATH_D3D10:
3970         case RENDERPATH_D3D11:
3971         case RENDERPATH_SOFT:
3972         case RENDERPATH_GLES2:
3973                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3974                 Cvar_SetValueQuick(&gl_combine, 1);
3975                 Cvar_SetValueQuick(&r_glsl, 1);
3976                 r_loadnormalmap = true;
3977                 r_loadgloss = true;
3978                 r_loadfog = false;
3979                 break;
3980         case RENDERPATH_GL13:
3981         case RENDERPATH_GLES1:
3982                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3983                 Cvar_SetValueQuick(&gl_combine, 1);
3984                 Cvar_SetValueQuick(&r_glsl, 0);
3985                 r_loadnormalmap = false;
3986                 r_loadgloss = false;
3987                 r_loadfog = true;
3988                 break;
3989         case RENDERPATH_GL11:
3990                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3991                 Cvar_SetValueQuick(&gl_combine, 0);
3992                 Cvar_SetValueQuick(&r_glsl, 0);
3993                 r_loadnormalmap = false;
3994                 r_loadgloss = false;
3995                 r_loadfog = true;
3996                 break;
3997         }
3998
3999         R_AnimCache_Free();
4000         R_FrameData_Reset();
4001
4002         r_numqueries = 0;
4003         r_maxqueries = 0;
4004         memset(r_queries, 0, sizeof(r_queries));
4005
4006         r_qwskincache = NULL;
4007         r_qwskincache_size = 0;
4008
4009         // due to caching of texture_t references, the collision cache must be reset
4010         Collision_Cache_Reset(true);
4011
4012         // set up r_skinframe loading system for textures
4013         memset(&r_skinframe, 0, sizeof(r_skinframe));
4014         r_skinframe.loadsequence = 1;
4015         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4016
4017         r_main_texturepool = R_AllocTexturePool();
4018         R_BuildBlankTextures();
4019         R_BuildNoTexture();
4020         if (vid.support.arb_texture_cube_map)
4021         {
4022                 R_BuildWhiteCube();
4023                 R_BuildNormalizationCube();
4024         }
4025         r_texture_fogattenuation = NULL;
4026         r_texture_fogheighttexture = NULL;
4027         r_texture_gammaramps = NULL;
4028         //r_texture_fogintensity = NULL;
4029         memset(&r_fb, 0, sizeof(r_fb));
4030         r_glsl_permutation = NULL;
4031         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4032         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4033         glslshaderstring = NULL;
4034 #ifdef SUPPORTD3D
4035         r_hlsl_permutation = NULL;
4036         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4037         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4038 #endif
4039         hlslshaderstring = NULL;
4040         memset(&r_svbsp, 0, sizeof (r_svbsp));
4041
4042         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4043         r_texture_numcubemaps = 0;
4044
4045         r_refdef.fogmasktable_density = 0;
4046 }
4047
4048 static void gl_main_shutdown(void)
4049 {
4050         R_AnimCache_Free();
4051         R_FrameData_Reset();
4052
4053         R_Main_FreeViewCache();
4054
4055         switch(vid.renderpath)
4056         {
4057         case RENDERPATH_GL11:
4058         case RENDERPATH_GL13:
4059         case RENDERPATH_GL20:
4060         case RENDERPATH_GLES1:
4061         case RENDERPATH_GLES2:
4062 #ifdef GL_SAMPLES_PASSED_ARB
4063                 if (r_maxqueries)
4064                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4065 #endif
4066                 break;
4067         case RENDERPATH_D3D9:
4068                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4069                 break;
4070         case RENDERPATH_D3D10:
4071                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4072                 break;
4073         case RENDERPATH_D3D11:
4074                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4075                 break;
4076         case RENDERPATH_SOFT:
4077                 break;
4078         }
4079
4080         r_numqueries = 0;
4081         r_maxqueries = 0;
4082         memset(r_queries, 0, sizeof(r_queries));
4083
4084         r_qwskincache = NULL;
4085         r_qwskincache_size = 0;
4086
4087         // clear out the r_skinframe state
4088         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4089         memset(&r_skinframe, 0, sizeof(r_skinframe));
4090
4091         if (r_svbsp.nodes)
4092                 Mem_Free(r_svbsp.nodes);
4093         memset(&r_svbsp, 0, sizeof (r_svbsp));
4094         R_FreeTexturePool(&r_main_texturepool);
4095         loadingscreentexture = NULL;
4096         r_texture_blanknormalmap = NULL;
4097         r_texture_white = NULL;
4098         r_texture_grey128 = NULL;
4099         r_texture_black = NULL;
4100         r_texture_whitecube = NULL;
4101         r_texture_normalizationcube = NULL;
4102         r_texture_fogattenuation = NULL;
4103         r_texture_fogheighttexture = NULL;
4104         r_texture_gammaramps = NULL;
4105         r_texture_numcubemaps = 0;
4106         //r_texture_fogintensity = NULL;
4107         memset(&r_fb, 0, sizeof(r_fb));
4108         R_GLSL_Restart_f();
4109
4110         r_glsl_permutation = NULL;
4111         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4112         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4113         glslshaderstring = NULL;
4114 #ifdef SUPPORTD3D
4115         r_hlsl_permutation = NULL;
4116         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4117         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4118 #endif
4119         hlslshaderstring = NULL;
4120 }
4121
4122 static void gl_main_newmap(void)
4123 {
4124         // FIXME: move this code to client
4125         char *entities, entname[MAX_QPATH];
4126         if (r_qwskincache)
4127                 Mem_Free(r_qwskincache);
4128         r_qwskincache = NULL;
4129         r_qwskincache_size = 0;
4130         if (cl.worldmodel)
4131         {
4132                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4133                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4134                 {
4135                         CL_ParseEntityLump(entities);
4136                         Mem_Free(entities);
4137                         return;
4138                 }
4139                 if (cl.worldmodel->brush.entities)
4140                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4141         }
4142         R_Main_FreeViewCache();
4143
4144         R_FrameData_Reset();
4145 }
4146
4147 void GL_Main_Init(void)
4148 {
4149         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4150
4151         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4152         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4153         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4154         if (gamemode == GAME_NEHAHRA)
4155         {
4156                 Cvar_RegisterVariable (&gl_fogenable);
4157                 Cvar_RegisterVariable (&gl_fogdensity);
4158                 Cvar_RegisterVariable (&gl_fogred);
4159                 Cvar_RegisterVariable (&gl_foggreen);
4160                 Cvar_RegisterVariable (&gl_fogblue);
4161                 Cvar_RegisterVariable (&gl_fogstart);
4162                 Cvar_RegisterVariable (&gl_fogend);
4163                 Cvar_RegisterVariable (&gl_skyclip);
4164         }
4165         Cvar_RegisterVariable(&r_motionblur);
4166         Cvar_RegisterVariable(&r_damageblur);
4167         Cvar_RegisterVariable(&r_motionblur_averaging);
4168         Cvar_RegisterVariable(&r_motionblur_randomize);
4169         Cvar_RegisterVariable(&r_motionblur_minblur);
4170         Cvar_RegisterVariable(&r_motionblur_maxblur);
4171         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4172         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4173         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4174         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4175         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4176         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4177         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4178         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4179         Cvar_RegisterVariable(&r_equalize_entities_by);
4180         Cvar_RegisterVariable(&r_equalize_entities_to);
4181         Cvar_RegisterVariable(&r_depthfirst);
4182         Cvar_RegisterVariable(&r_useinfinitefarclip);
4183         Cvar_RegisterVariable(&r_farclip_base);
4184         Cvar_RegisterVariable(&r_farclip_world);
4185         Cvar_RegisterVariable(&r_nearclip);
4186         Cvar_RegisterVariable(&r_deformvertexes);
4187         Cvar_RegisterVariable(&r_transparent);
4188         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4189         Cvar_RegisterVariable(&r_showoverdraw);
4190         Cvar_RegisterVariable(&r_showbboxes);
4191         Cvar_RegisterVariable(&r_showsurfaces);
4192         Cvar_RegisterVariable(&r_showtris);
4193         Cvar_RegisterVariable(&r_shownormals);
4194         Cvar_RegisterVariable(&r_showlighting);
4195         Cvar_RegisterVariable(&r_showshadowvolumes);
4196         Cvar_RegisterVariable(&r_showcollisionbrushes);
4197         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4198         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4199         Cvar_RegisterVariable(&r_showdisabledepthtest);
4200         Cvar_RegisterVariable(&r_drawportals);
4201         Cvar_RegisterVariable(&r_drawentities);
4202         Cvar_RegisterVariable(&r_draw2d);
4203         Cvar_RegisterVariable(&r_drawworld);
4204         Cvar_RegisterVariable(&r_cullentities_trace);
4205         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4206         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4207         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4208         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4209         Cvar_RegisterVariable(&r_sortentities);
4210         Cvar_RegisterVariable(&r_drawviewmodel);
4211         Cvar_RegisterVariable(&r_drawexteriormodel);
4212         Cvar_RegisterVariable(&r_speeds);
4213         Cvar_RegisterVariable(&r_fullbrights);
4214         Cvar_RegisterVariable(&r_wateralpha);
4215         Cvar_RegisterVariable(&r_dynamic);
4216         Cvar_RegisterVariable(&r_fakelight);
4217         Cvar_RegisterVariable(&r_fakelight_intensity);
4218         Cvar_RegisterVariable(&r_fullbright);
4219         Cvar_RegisterVariable(&r_shadows);
4220         Cvar_RegisterVariable(&r_shadows_darken);
4221         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4222         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4223         Cvar_RegisterVariable(&r_shadows_throwdistance);
4224         Cvar_RegisterVariable(&r_shadows_throwdirection);
4225         Cvar_RegisterVariable(&r_shadows_focus);
4226         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4227         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4228         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4229         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4230         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4231         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4232         Cvar_RegisterVariable(&r_fog_exp2);
4233         Cvar_RegisterVariable(&r_fog_clear);
4234         Cvar_RegisterVariable(&r_drawfog);
4235         Cvar_RegisterVariable(&r_transparentdepthmasking);
4236         Cvar_RegisterVariable(&r_transparent_sortmindist);
4237         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4238         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4239         Cvar_RegisterVariable(&r_texture_dds_load);
4240         Cvar_RegisterVariable(&r_texture_dds_save);
4241         Cvar_RegisterVariable(&r_textureunits);
4242         Cvar_RegisterVariable(&gl_combine);
4243         Cvar_RegisterVariable(&r_usedepthtextures);
4244         Cvar_RegisterVariable(&r_viewfbo);
4245         Cvar_RegisterVariable(&r_viewscale);
4246         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4247         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4248         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4249         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4250         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4251         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4252         Cvar_RegisterVariable(&r_glsl);
4253         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4254         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4255         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4256         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4257         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4258         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4259         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4260         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4261         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4262         Cvar_RegisterVariable(&r_glsl_postprocess);
4263         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4264         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4265         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4266         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4267         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4268         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4269         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4270         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4271
4272         Cvar_RegisterVariable(&r_water);
4273         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4274         Cvar_RegisterVariable(&r_water_clippingplanebias);
4275         Cvar_RegisterVariable(&r_water_refractdistort);
4276         Cvar_RegisterVariable(&r_water_reflectdistort);
4277         Cvar_RegisterVariable(&r_water_scissormode);
4278         Cvar_RegisterVariable(&r_water_lowquality);
4279         Cvar_RegisterVariable(&r_water_hideplayer);
4280         Cvar_RegisterVariable(&r_water_fbo);
4281
4282         Cvar_RegisterVariable(&r_lerpsprites);
4283         Cvar_RegisterVariable(&r_lerpmodels);
4284         Cvar_RegisterVariable(&r_lerplightstyles);
4285         Cvar_RegisterVariable(&r_waterscroll);
4286         Cvar_RegisterVariable(&r_bloom);
4287         Cvar_RegisterVariable(&r_bloom_colorscale);
4288         Cvar_RegisterVariable(&r_bloom_brighten);
4289         Cvar_RegisterVariable(&r_bloom_blur);
4290         Cvar_RegisterVariable(&r_bloom_resolution);
4291         Cvar_RegisterVariable(&r_bloom_colorexponent);
4292         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4293         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4294         Cvar_RegisterVariable(&r_hdr_glowintensity);
4295         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4296         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4297         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4298         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4299         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4300         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4301         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4302         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4303         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4304         Cvar_RegisterVariable(&developer_texturelogging);
4305         Cvar_RegisterVariable(&gl_lightmaps);
4306         Cvar_RegisterVariable(&r_test);
4307         Cvar_RegisterVariable(&r_glsl_saturation);
4308         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4309         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4310         Cvar_RegisterVariable(&r_framedatasize);
4311         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4312                 Cvar_SetValue("r_fullbrights", 0);
4313         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4314 }
4315
4316 void Render_Init(void)
4317 {
4318         gl_backend_init();
4319         R_Textures_Init();
4320         GL_Main_Init();
4321         Font_Init();
4322         GL_Draw_Init();
4323         R_Shadow_Init();
4324         R_Sky_Init();
4325         GL_Surf_Init();
4326         Sbar_Init();
4327         R_Particles_Init();
4328         R_Explosion_Init();
4329         R_LightningBeams_Init();
4330         Mod_RenderInit();
4331 }
4332
4333 /*
4334 ===============
4335 GL_Init
4336 ===============
4337 */
4338 #ifndef USE_GLES2
4339 extern char *ENGINE_EXTENSIONS;
4340 void GL_Init (void)
4341 {
4342         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4343         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4344         gl_version = (const char *)qglGetString(GL_VERSION);
4345         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4346
4347         if (!gl_extensions)
4348                 gl_extensions = "";
4349         if (!gl_platformextensions)
4350                 gl_platformextensions = "";
4351
4352         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4353         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4354         Con_Printf("GL_VERSION: %s\n", gl_version);
4355         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4356         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4357
4358         VID_CheckExtensions();
4359
4360         // LordHavoc: report supported extensions
4361         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4362
4363         // clear to black (loading plaque will be seen over this)
4364         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4365 }
4366 #endif
4367
4368 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4369 {
4370         int i;
4371         mplane_t *p;
4372         if (r_trippy.integer)
4373                 return false;
4374         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4375         {
4376                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4377                 if (i == 4)
4378                         continue;
4379                 p = r_refdef.view.frustum + i;
4380                 switch(p->signbits)
4381                 {
4382                 default:
4383                 case 0:
4384                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4385                                 return true;
4386                         break;
4387                 case 1:
4388                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4389                                 return true;
4390                         break;
4391                 case 2:
4392                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4393                                 return true;
4394                         break;
4395                 case 3:
4396                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4397                                 return true;
4398                         break;
4399                 case 4:
4400                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4401                                 return true;
4402                         break;
4403                 case 5:
4404                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4405                                 return true;
4406                         break;
4407                 case 6:
4408                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4409                                 return true;
4410                         break;
4411                 case 7:
4412                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4413                                 return true;
4414                         break;
4415                 }
4416         }
4417         return false;
4418 }
4419
4420 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4421 {
4422         int i;
4423         const mplane_t *p;
4424         if (r_trippy.integer)
4425                 return false;
4426         for (i = 0;i < numplanes;i++)
4427         {
4428                 p = planes + i;
4429                 switch(p->signbits)
4430                 {
4431                 default:
4432                 case 0:
4433                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4434                                 return true;
4435                         break;
4436                 case 1:
4437                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4438                                 return true;
4439                         break;
4440                 case 2:
4441                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4442                                 return true;
4443                         break;
4444                 case 3:
4445                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4446                                 return true;
4447                         break;
4448                 case 4:
4449                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4450                                 return true;
4451                         break;
4452                 case 5:
4453                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4454                                 return true;
4455                         break;
4456                 case 6:
4457                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4458                                 return true;
4459                         break;
4460                 case 7:
4461                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4462                                 return true;
4463                         break;
4464                 }
4465         }
4466         return false;
4467 }
4468
4469 //==================================================================================
4470
4471 // LordHavoc: this stores temporary data used within the same frame
4472
4473 typedef struct r_framedata_mem_s
4474 {
4475         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4476         size_t size; // how much usable space
4477         size_t current; // how much space in use
4478         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4479         size_t wantedsize; // how much space was allocated
4480         unsigned char *data; // start of real data (16byte aligned)
4481 }
4482 r_framedata_mem_t;
4483
4484 static r_framedata_mem_t *r_framedata_mem;
4485
4486 void R_FrameData_Reset(void)
4487 {
4488         while (r_framedata_mem)
4489         {
4490                 r_framedata_mem_t *next = r_framedata_mem->purge;
4491                 Mem_Free(r_framedata_mem);
4492                 r_framedata_mem = next;
4493         }
4494 }
4495
4496 static void R_FrameData_Resize(void)
4497 {
4498         size_t wantedsize;
4499         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4500         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4501         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4502         {
4503                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4504                 newmem->wantedsize = wantedsize;
4505                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4506                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4507                 newmem->current = 0;
4508                 newmem->mark = 0;
4509                 newmem->purge = r_framedata_mem;
4510                 r_framedata_mem = newmem;
4511         }
4512 }
4513
4514 void R_FrameData_NewFrame(void)
4515 {
4516         R_FrameData_Resize();
4517         if (!r_framedata_mem)
4518                 return;
4519         // if we ran out of space on the last frame, free the old memory now
4520         while (r_framedata_mem->purge)
4521         {
4522                 // repeatedly remove the second item in the list, leaving only head
4523                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4524                 Mem_Free(r_framedata_mem->purge);
4525                 r_framedata_mem->purge = next;
4526         }
4527         // reset the current mem pointer
4528         r_framedata_mem->current = 0;
4529         r_framedata_mem->mark = 0;
4530 }
4531
4532 void *R_FrameData_Alloc(size_t size)
4533 {
4534         void *data;
4535
4536         // align to 16 byte boundary - the data pointer is already aligned, so we
4537         // only need to ensure the size of every allocation is also aligned
4538         size = (size + 15) & ~15;
4539
4540         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4541         {
4542                 // emergency - we ran out of space, allocate more memory
4543                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4544                 R_FrameData_Resize();
4545         }
4546
4547         data = r_framedata_mem->data + r_framedata_mem->current;
4548         r_framedata_mem->current += size;
4549
4550         // count the usage for stats
4551         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4552         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4553
4554         return (void *)data;
4555 }
4556
4557 void *R_FrameData_Store(size_t size, void *data)
4558 {
4559         void *d = R_FrameData_Alloc(size);
4560         if (d && data)
4561                 memcpy(d, data, size);
4562         return d;
4563 }
4564
4565 void R_FrameData_SetMark(void)
4566 {
4567         if (!r_framedata_mem)
4568                 return;
4569         r_framedata_mem->mark = r_framedata_mem->current;
4570 }
4571
4572 void R_FrameData_ReturnToMark(void)
4573 {
4574         if (!r_framedata_mem)
4575                 return;
4576         r_framedata_mem->current = r_framedata_mem->mark;
4577 }
4578
4579 //==================================================================================
4580
4581 // LordHavoc: animcache originally written by Echon, rewritten since then
4582
4583 /**
4584  * Animation cache prevents re-generating mesh data for an animated model
4585  * multiple times in one frame for lighting, shadowing, reflections, etc.
4586  */
4587
4588 void R_AnimCache_Free(void)
4589 {
4590 }
4591
4592 void R_AnimCache_ClearCache(void)
4593 {
4594         int i;
4595         entity_render_t *ent;
4596
4597         for (i = 0;i < r_refdef.scene.numentities;i++)
4598         {
4599                 ent = r_refdef.scene.entities[i];
4600                 ent->animcache_vertex3f = NULL;
4601                 ent->animcache_normal3f = NULL;
4602                 ent->animcache_svector3f = NULL;
4603                 ent->animcache_tvector3f = NULL;
4604                 ent->animcache_vertexmesh = NULL;
4605                 ent->animcache_vertex3fbuffer = NULL;
4606                 ent->animcache_vertexmeshbuffer = NULL;
4607         }
4608 }
4609
4610 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4611 {
4612         int i;
4613
4614         // check if we need the meshbuffers
4615         if (!vid.useinterleavedarrays)
4616                 return;
4617
4618         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4619                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4620         // TODO: upload vertex3f buffer?
4621         if (ent->animcache_vertexmesh)
4622         {
4623                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4624                 for (i = 0;i < numvertices;i++)
4625                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4626                 if (ent->animcache_svector3f)
4627                         for (i = 0;i < numvertices;i++)
4628                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4629                 if (ent->animcache_tvector3f)
4630                         for (i = 0;i < numvertices;i++)
4631                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4632                 if (ent->animcache_normal3f)
4633                         for (i = 0;i < numvertices;i++)
4634                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4635                 // TODO: upload vertexmeshbuffer?
4636         }
4637 }
4638
4639 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4640 {
4641         dp_model_t *model = ent->model;
4642         int numvertices;
4643         // see if it's already cached this frame
4644         if (ent->animcache_vertex3f)
4645         {
4646                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4647                 if (wantnormals || wanttangents)
4648                 {
4649                         if (ent->animcache_normal3f)
4650                                 wantnormals = false;
4651                         if (ent->animcache_svector3f)
4652                                 wanttangents = false;
4653                         if (wantnormals || wanttangents)
4654                         {
4655                                 numvertices = model->surfmesh.num_vertices;
4656                                 if (wantnormals)
4657                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658                                 if (wanttangents)
4659                                 {
4660                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4661                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4662                                 }
4663                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4664                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4665                         }
4666                 }
4667         }
4668         else
4669         {
4670                 // see if this ent is worth caching
4671                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4672                         return false;
4673                 // get some memory for this entity and generate mesh data
4674                 numvertices = model->surfmesh.num_vertices;
4675                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676                 if (wantnormals)
4677                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678                 if (wanttangents)
4679                 {
4680                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4681                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4682                 }
4683                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4684                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4685         }
4686         return true;
4687 }
4688
4689 void R_AnimCache_CacheVisibleEntities(void)
4690 {
4691         int i;
4692         qboolean wantnormals = true;
4693         qboolean wanttangents = !r_showsurfaces.integer;
4694
4695         switch(vid.renderpath)
4696         {
4697         case RENDERPATH_GL20:
4698         case RENDERPATH_D3D9:
4699         case RENDERPATH_D3D10:
4700         case RENDERPATH_D3D11:
4701         case RENDERPATH_GLES2:
4702                 break;
4703         case RENDERPATH_GL11:
4704         case RENDERPATH_GL13:
4705         case RENDERPATH_GLES1:
4706                 wanttangents = false;
4707                 break;
4708         case RENDERPATH_SOFT:
4709                 break;
4710         }
4711
4712         if (r_shownormals.integer)
4713                 wanttangents = wantnormals = true;
4714
4715         // TODO: thread this
4716         // NOTE: R_PrepareRTLights() also caches entities
4717
4718         for (i = 0;i < r_refdef.scene.numentities;i++)
4719                 if (r_refdef.viewcache.entityvisible[i])
4720                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4721 }
4722
4723 //==================================================================================
4724
4725 extern cvar_t r_overheadsprites_pushback;
4726
4727 static void R_View_UpdateEntityLighting (void)
4728 {
4729         int i;
4730         entity_render_t *ent;
4731         vec3_t tempdiffusenormal, avg;
4732         vec_t f, fa, fd, fdd;
4733         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4734
4735         for (i = 0;i < r_refdef.scene.numentities;i++)
4736         {
4737                 ent = r_refdef.scene.entities[i];
4738
4739                 // skip unseen models and models that updated by CSQC
4740                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4741                         continue;
4742
4743                 // skip bsp models
4744                 if (ent->model && ent->model->brush.num_leafs)
4745                 {
4746                         // TODO: use modellight for r_ambient settings on world?
4747                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4748                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4749                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4750                         continue;
4751                 }
4752
4753                 // fetch the lighting from the worldmodel data
4754                 VectorClear(ent->modellight_ambient);
4755                 VectorClear(ent->modellight_diffuse);
4756                 VectorClear(tempdiffusenormal);
4757                 if (ent->flags & RENDER_LIGHT)
4758                 {
4759                         vec3_t org;
4760                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4761
4762                         // complete lightning for lit sprites
4763                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4764                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4765                         {
4766                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4767                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4768                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4769                         }
4770                         else
4771                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4772
4773                         if(ent->flags & RENDER_EQUALIZE)
4774                         {
4775                                 // first fix up ambient lighting...
4776                                 if(r_equalize_entities_minambient.value > 0)
4777                                 {
4778                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4779                                         if(fd > 0)
4780                                         {
4781                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4782                                                 if(fa < r_equalize_entities_minambient.value * fd)
4783                                                 {
4784                                                         // solve:
4785                                                         //   fa'/fd' = minambient
4786                                                         //   fa'+0.25*fd' = fa+0.25*fd
4787                                                         //   ...
4788                                                         //   fa' = fd' * minambient
4789                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4790                                                         //   ...
4791                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4792                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4793                                                         //   ...
4794                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4795                                                         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
4796                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4797                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4798                                                 }
4799                                         }
4800                                 }
4801
4802                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4803                                 {
4804                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4805                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4806                                         f = fa + 0.25 * fd;
4807                                         if(f > 0)
4808                                         {
4809                                                 // adjust brightness and saturation to target
4810                                                 avg[0] = avg[1] = avg[2] = fa / f;
4811                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4812                                                 avg[0] = avg[1] = avg[2] = fd / f;
4813                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4814                                         }
4815                                 }
4816                         }
4817                 }
4818                 else // highly rare
4819                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4820
4821                 // move the light direction into modelspace coordinates for lighting code
4822                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4823                 if(VectorLength2(ent->modellight_lightdir) == 0)
4824                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4825                 VectorNormalize(ent->modellight_lightdir);
4826         }
4827 }
4828
4829 #define MAX_LINEOFSIGHTTRACES 64
4830
4831 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4832 {
4833         int i;
4834         vec3_t boxmins, boxmaxs;
4835         vec3_t start;
4836         vec3_t end;
4837         dp_model_t *model = r_refdef.scene.worldmodel;
4838
4839         if (!model || !model->brush.TraceLineOfSight)
4840                 return true;
4841
4842         // expand the box a little
4843         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4844         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4845         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4846         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4847         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4848         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4849
4850         // return true if eye is inside enlarged box
4851         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4852                 return true;
4853
4854         // try center
4855         VectorCopy(eye, start);
4856         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4857         if (model->brush.TraceLineOfSight(model, start, end))
4858                 return true;
4859
4860         // try various random positions
4861         for (i = 0;i < numsamples;i++)
4862         {
4863                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4864                 if (model->brush.TraceLineOfSight(model, start, end))
4865                         return true;
4866         }
4867
4868         return false;
4869 }
4870
4871
4872 static void R_View_UpdateEntityVisible (void)
4873 {
4874         int i;
4875         int renderimask;
4876         int samples;
4877         entity_render_t *ent;
4878
4879         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4880                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4881                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
4882                 :                                                          RENDER_EXTERIORMODEL;
4883         if (!r_drawviewmodel.integer)
4884                 renderimask |= RENDER_VIEWMODEL;
4885         if (!r_drawexteriormodel.integer)
4886                 renderimask |= RENDER_EXTERIORMODEL;
4887         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4888         {
4889                 // worldmodel can check visibility
4890                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4891                 for (i = 0;i < r_refdef.scene.numentities;i++)
4892                 {
4893                         ent = r_refdef.scene.entities[i];
4894                         if (!(ent->flags & renderimask))
4895                         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)))
4896                         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))
4897                                 r_refdef.viewcache.entityvisible[i] = true;
4898                 }
4899         }
4900         else
4901         {
4902                 // no worldmodel or it can't check visibility
4903                 for (i = 0;i < r_refdef.scene.numentities;i++)
4904                 {
4905                         ent = r_refdef.scene.entities[i];
4906                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4907                 }
4908         }
4909         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4910                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4911         {
4912                 for (i = 0;i < r_refdef.scene.numentities;i++)
4913                 {
4914                         if (!r_refdef.viewcache.entityvisible[i])
4915                                 continue;
4916                         ent = r_refdef.scene.entities[i];
4917                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4918                         {
4919                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4920                                 if (samples < 0)
4921                                         continue; // temp entities do pvs only
4922                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4923                                         ent->last_trace_visibility = realtime;
4924                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4925                                         r_refdef.viewcache.entityvisible[i] = 0;
4926                         }
4927                 }
4928         }
4929 }
4930
4931 /// only used if skyrendermasked, and normally returns false
4932 static int R_DrawBrushModelsSky (void)
4933 {
4934         int i, sky;
4935         entity_render_t *ent;
4936
4937         sky = false;
4938         for (i = 0;i < r_refdef.scene.numentities;i++)
4939         {
4940                 if (!r_refdef.viewcache.entityvisible[i])
4941                         continue;
4942                 ent = r_refdef.scene.entities[i];
4943                 if (!ent->model || !ent->model->DrawSky)
4944                         continue;
4945                 ent->model->DrawSky(ent);
4946                 sky = true;
4947         }
4948         return sky;
4949 }
4950
4951 static void R_DrawNoModel(entity_render_t *ent);
4952 static void R_DrawModels(void)
4953 {
4954         int i;
4955         entity_render_t *ent;
4956
4957         for (i = 0;i < r_refdef.scene.numentities;i++)
4958         {
4959                 if (!r_refdef.viewcache.entityvisible[i])
4960                         continue;
4961                 ent = r_refdef.scene.entities[i];
4962                 r_refdef.stats.entities++;
4963                 /*
4964                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4965                 {
4966                         vec3_t f, l, u, o;
4967                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4968                         Con_Printf("R_DrawModels\n");
4969                         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]);
4970                         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);
4971                         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);
4972                 }
4973                 */
4974                 if (ent->model && ent->model->Draw != NULL)
4975                         ent->model->Draw(ent);
4976                 else
4977                         R_DrawNoModel(ent);
4978         }
4979 }
4980
4981 static void R_DrawModelsDepth(void)
4982 {
4983         int i;
4984         entity_render_t *ent;
4985
4986         for (i = 0;i < r_refdef.scene.numentities;i++)
4987         {
4988                 if (!r_refdef.viewcache.entityvisible[i])
4989                         continue;
4990                 ent = r_refdef.scene.entities[i];
4991                 if (ent->model && ent->model->DrawDepth != NULL)
4992                         ent->model->DrawDepth(ent);
4993         }
4994 }
4995
4996 static void R_DrawModelsDebug(void)
4997 {
4998         int i;
4999         entity_render_t *ent;
5000
5001         for (i = 0;i < r_refdef.scene.numentities;i++)
5002         {
5003                 if (!r_refdef.viewcache.entityvisible[i])
5004                         continue;
5005                 ent = r_refdef.scene.entities[i];
5006                 if (ent->model && ent->model->DrawDebug != NULL)
5007                         ent->model->DrawDebug(ent);
5008         }
5009 }
5010
5011 static void R_DrawModelsAddWaterPlanes(void)
5012 {
5013         int i;
5014         entity_render_t *ent;
5015
5016         for (i = 0;i < r_refdef.scene.numentities;i++)
5017         {
5018                 if (!r_refdef.viewcache.entityvisible[i])
5019                         continue;
5020                 ent = r_refdef.scene.entities[i];
5021                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5022                         ent->model->DrawAddWaterPlanes(ent);
5023         }
5024 }
5025
5026 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}};
5027
5028 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5029 {
5030         if (r_hdr_irisadaptation.integer)
5031         {
5032                 vec3_t p;
5033                 vec3_t ambient;
5034                 vec3_t diffuse;
5035                 vec3_t diffusenormal;
5036                 vec3_t forward;
5037                 vec_t brightness = 0.0f;
5038                 vec_t goal;
5039                 vec_t current;
5040                 vec_t d;
5041                 int c;
5042                 VectorCopy(r_refdef.view.forward, forward);
5043                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5044                 {
5045                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5046                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5047                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5048                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5049                         d = DotProduct(forward, diffusenormal);
5050                         brightness += VectorLength(ambient);
5051                         if (d > 0)
5052                                 brightness += d * VectorLength(diffuse);
5053                 }
5054                 brightness *= 1.0f / c;
5055                 brightness += 0.00001f; // make sure it's never zero
5056                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5057                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5058                 current = r_hdr_irisadaptation_value.value;
5059                 if (current < goal)
5060                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5061                 else if (current > goal)
5062                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5063                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5064                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5065         }
5066         else if (r_hdr_irisadaptation_value.value != 1.0f)
5067                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5068 }
5069
5070 static void R_View_SetFrustum(const int *scissor)
5071 {
5072         int i;
5073         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5074         vec3_t forward, left, up, origin, v;
5075
5076         if(scissor)
5077         {
5078                 // flipped x coordinates (because x points left here)
5079                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5080                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5081
5082                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5083                 switch(vid.renderpath)
5084                 {
5085                         case RENDERPATH_D3D9:
5086                         case RENDERPATH_D3D10:
5087                         case RENDERPATH_D3D11:
5088                                 // non-flipped y coordinates
5089                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5090                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5091                                 break;
5092                         case RENDERPATH_SOFT:
5093                         case RENDERPATH_GL11:
5094                         case RENDERPATH_GL13:
5095                         case RENDERPATH_GL20:
5096                         case RENDERPATH_GLES1:
5097                         case RENDERPATH_GLES2:
5098                                 // non-flipped y coordinates
5099                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5100                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5101                                 break;
5102                 }
5103         }
5104
5105         // we can't trust r_refdef.view.forward and friends in reflected scenes
5106         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5107
5108 #if 0
5109         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5110         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5111         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5112         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5113         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5114         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5115         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5116         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5117         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5118         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5119         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5120         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5121 #endif
5122
5123 #if 0
5124         zNear = r_refdef.nearclip;
5125         nudge = 1.0 - 1.0 / (1<<23);
5126         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5127         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5128         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5129         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5130         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5131         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5132         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5133         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5134 #endif
5135
5136
5137
5138 #if 0
5139         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5140         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5141         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5142         r_refdef.view.frustum[0].dist = m[15] - m[12];
5143
5144         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5145         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5146         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5147         r_refdef.view.frustum[1].dist = m[15] + m[12];
5148
5149         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5150         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5151         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5152         r_refdef.view.frustum[2].dist = m[15] - m[13];
5153
5154         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5155         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5156         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5157         r_refdef.view.frustum[3].dist = m[15] + m[13];
5158
5159         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5160         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5161         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5162         r_refdef.view.frustum[4].dist = m[15] - m[14];
5163
5164         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5165         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5166         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5167         r_refdef.view.frustum[5].dist = m[15] + m[14];
5168 #endif
5169
5170         if (r_refdef.view.useperspective)
5171         {
5172                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5173                 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]);
5174                 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]);
5175                 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]);
5176                 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]);
5177
5178                 // then the normals from the corners relative to origin
5179                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5180                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5181                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5182                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5183
5184                 // in a NORMAL view, forward cross left == up
5185                 // in a REFLECTED view, forward cross left == down
5186                 // so our cross products above need to be adjusted for a left handed coordinate system
5187                 CrossProduct(forward, left, v);
5188                 if(DotProduct(v, up) < 0)
5189                 {
5190                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5191                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5192                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5193                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5194                 }
5195
5196                 // Leaving those out was a mistake, those were in the old code, and they
5197                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5198                 // I couldn't reproduce it after adding those normalizations. --blub
5199                 VectorNormalize(r_refdef.view.frustum[0].normal);
5200                 VectorNormalize(r_refdef.view.frustum[1].normal);
5201                 VectorNormalize(r_refdef.view.frustum[2].normal);
5202                 VectorNormalize(r_refdef.view.frustum[3].normal);
5203
5204                 // make the corners absolute
5205                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5206                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5207                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5208                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5209
5210                 // one more normal
5211                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5212
5213                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5214                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5215                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5216                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5217                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5218         }
5219         else
5220         {
5221                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5222                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5223                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5224                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5225                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5226                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5227                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5228                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5229                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5230                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5231         }
5232         r_refdef.view.numfrustumplanes = 5;
5233
5234         if (r_refdef.view.useclipplane)
5235         {
5236                 r_refdef.view.numfrustumplanes = 6;
5237                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5238         }
5239
5240         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5241                 PlaneClassify(r_refdef.view.frustum + i);
5242
5243         // LordHavoc: note to all quake engine coders, Quake had a special case
5244         // for 90 degrees which assumed a square view (wrong), so I removed it,
5245         // Quake2 has it disabled as well.
5246
5247         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5248         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5249         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5250         //PlaneClassify(&frustum[0]);
5251
5252         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5253         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5254         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5255         //PlaneClassify(&frustum[1]);
5256
5257         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5258         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5259         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5260         //PlaneClassify(&frustum[2]);
5261
5262         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5263         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5264         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5265         //PlaneClassify(&frustum[3]);
5266
5267         // nearclip plane
5268         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5269         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5270         //PlaneClassify(&frustum[4]);
5271 }
5272
5273 static void R_View_UpdateWithScissor(const int *myscissor)
5274 {
5275         R_Main_ResizeViewCache();
5276         R_View_SetFrustum(myscissor);
5277         R_View_WorldVisibility(r_refdef.view.useclipplane);
5278         R_View_UpdateEntityVisible();
5279         R_View_UpdateEntityLighting();
5280         R_AnimCache_CacheVisibleEntities();
5281 }
5282
5283 static void R_View_Update(void)
5284 {
5285         R_Main_ResizeViewCache();
5286         R_View_SetFrustum(NULL);
5287         R_View_WorldVisibility(r_refdef.view.useclipplane);
5288         R_View_UpdateEntityVisible();
5289         R_View_UpdateEntityLighting();
5290         R_AnimCache_CacheVisibleEntities();
5291 }
5292
5293 float viewscalefpsadjusted = 1.0f;
5294
5295 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5296 {
5297         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5298         scale = bound(0.03125f, scale, 1.0f);
5299         *outwidth = (int)ceil(width * scale);
5300         *outheight = (int)ceil(height * scale);
5301 }
5302
5303 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5304 {
5305         const float *customclipplane = NULL;
5306         float plane[4];
5307         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5308         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5309         {
5310                 // LordHavoc: couldn't figure out how to make this approach the
5311                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5312                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5313                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5314                         dist = r_refdef.view.clipplane.dist;
5315                 plane[0] = r_refdef.view.clipplane.normal[0];
5316                 plane[1] = r_refdef.view.clipplane.normal[1];
5317                 plane[2] = r_refdef.view.clipplane.normal[2];
5318                 plane[3] = -dist;
5319                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5320         }
5321
5322         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5323         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5324
5325         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5326         if (!r_refdef.view.useperspective)
5327                 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);
5328         else if (vid.stencil && r_useinfinitefarclip.integer)
5329                 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);
5330         else
5331                 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);
5332         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5333         R_SetViewport(&r_refdef.view.viewport);
5334         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5335         {
5336                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5337                 float screenplane[4];
5338                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5339                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5340                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5341                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5342                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5343         }
5344 }
5345
5346 void R_EntityMatrix(const matrix4x4_t *matrix)
5347 {
5348         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5349         {
5350                 gl_modelmatrixchanged = false;
5351                 gl_modelmatrix = *matrix;
5352                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5353                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5354                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5355                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5356                 CHECKGLERROR
5357                 switch(vid.renderpath)
5358                 {
5359                 case RENDERPATH_D3D9:
5360 #ifdef SUPPORTD3D
5361                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5362                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5363 #endif
5364                         break;
5365                 case RENDERPATH_D3D10:
5366                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5367                         break;
5368                 case RENDERPATH_D3D11:
5369                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5370                         break;
5371                 case RENDERPATH_GL11:
5372                 case RENDERPATH_GL13:
5373                 case RENDERPATH_GLES1:
5374                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5375                         break;
5376                 case RENDERPATH_SOFT:
5377                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5378                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5379                         break;
5380                 case RENDERPATH_GL20:
5381                 case RENDERPATH_GLES2:
5382                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5383                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5384                         break;
5385                 }
5386         }
5387 }
5388
5389 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5390 {
5391         r_viewport_t viewport;
5392         DrawQ_Finish();
5393
5394         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5395         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5396         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5397         R_SetViewport(&viewport);
5398         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5399         GL_Color(1, 1, 1, 1);
5400         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5401         GL_BlendFunc(GL_ONE, GL_ZERO);
5402         GL_ScissorTest(false);
5403         GL_DepthMask(false);
5404         GL_DepthRange(0, 1);
5405         GL_DepthTest(false);
5406         GL_DepthFunc(GL_LEQUAL);
5407         R_EntityMatrix(&identitymatrix);
5408         R_Mesh_ResetTextureState();
5409         GL_PolygonOffset(0, 0);
5410         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5411         switch(vid.renderpath)
5412         {
5413         case RENDERPATH_GL11:
5414         case RENDERPATH_GL13:
5415         case RENDERPATH_GL20:
5416         case RENDERPATH_GLES1:
5417         case RENDERPATH_GLES2:
5418                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5419                 break;
5420         case RENDERPATH_D3D9:
5421         case RENDERPATH_D3D10:
5422         case RENDERPATH_D3D11:
5423         case RENDERPATH_SOFT:
5424                 break;
5425         }
5426         GL_CullFace(GL_NONE);
5427 }
5428
5429 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5430 {
5431         DrawQ_Finish();
5432
5433         R_SetupView(true, fbo, depthtexture, colortexture);
5434         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5435         GL_Color(1, 1, 1, 1);
5436         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5437         GL_BlendFunc(GL_ONE, GL_ZERO);
5438         GL_ScissorTest(true);
5439         GL_DepthMask(true);
5440         GL_DepthRange(0, 1);
5441         GL_DepthTest(true);
5442         GL_DepthFunc(GL_LEQUAL);
5443         R_EntityMatrix(&identitymatrix);
5444         R_Mesh_ResetTextureState();
5445         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5446         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5447         switch(vid.renderpath)
5448         {
5449         case RENDERPATH_GL11:
5450         case RENDERPATH_GL13:
5451         case RENDERPATH_GL20:
5452         case RENDERPATH_GLES1:
5453         case RENDERPATH_GLES2:
5454                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5455                 break;
5456         case RENDERPATH_D3D9:
5457         case RENDERPATH_D3D10:
5458         case RENDERPATH_D3D11:
5459         case RENDERPATH_SOFT:
5460                 break;
5461         }
5462         GL_CullFace(r_refdef.view.cullface_back);
5463 }
5464
5465 /*
5466 ================
5467 R_RenderView_UpdateViewVectors
5468 ================
5469 */
5470 static void R_RenderView_UpdateViewVectors(void)
5471 {
5472         // break apart the view matrix into vectors for various purposes
5473         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5474         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5475         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5476         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5477         // make an inverted copy of the view matrix for tracking sprites
5478         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5479 }
5480
5481 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5482 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5483
5484 static void R_Water_StartFrame(void)
5485 {
5486         int i;
5487         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5488         r_waterstate_waterplane_t *p;
5489         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5490
5491         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5492                 return;
5493
5494         switch(vid.renderpath)
5495         {
5496         case RENDERPATH_GL20:
5497         case RENDERPATH_D3D9:
5498         case RENDERPATH_D3D10:
5499         case RENDERPATH_D3D11:
5500         case RENDERPATH_SOFT:
5501         case RENDERPATH_GLES2:
5502                 break;
5503         case RENDERPATH_GL11:
5504         case RENDERPATH_GL13:
5505         case RENDERPATH_GLES1:
5506                 return;
5507         }
5508
5509         // set waterwidth and waterheight to the water resolution that will be
5510         // used (often less than the screen resolution for faster rendering)
5511         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5512
5513         // calculate desired texture sizes
5514         // can't use water if the card does not support the texture size
5515         if (!r_water.integer || r_showsurfaces.integer)
5516                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5517         else if (vid.support.arb_texture_non_power_of_two)
5518         {
5519                 texturewidth = waterwidth;
5520                 textureheight = waterheight;
5521                 camerawidth = waterwidth;
5522                 cameraheight = waterheight;
5523         }
5524         else
5525         {
5526                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5527                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5528                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5529                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5530         }
5531
5532         // allocate textures as needed
5533         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))
5534         {
5535                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5536                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5537                 {
5538                         if (p->texture_refraction)
5539                                 R_FreeTexture(p->texture_refraction);
5540                         p->texture_refraction = NULL;
5541                         if (p->fbo_refraction)
5542                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5543                         p->fbo_refraction = 0;
5544                         if (p->texture_reflection)
5545                                 R_FreeTexture(p->texture_reflection);
5546                         p->texture_reflection = NULL;
5547                         if (p->fbo_reflection)
5548                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5549                         p->fbo_reflection = 0;
5550                         if (p->texture_camera)
5551                                 R_FreeTexture(p->texture_camera);
5552                         p->texture_camera = NULL;
5553                         if (p->fbo_camera)
5554                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5555                         p->fbo_camera = 0;
5556                 }
5557                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5558                 r_fb.water.texturewidth = texturewidth;
5559                 r_fb.water.textureheight = textureheight;
5560                 r_fb.water.camerawidth = camerawidth;
5561                 r_fb.water.cameraheight = cameraheight;
5562         }
5563
5564         if (r_fb.water.texturewidth)
5565         {
5566                 int scaledwidth, scaledheight;
5567
5568                 r_fb.water.enabled = true;
5569
5570                 // water resolution is usually reduced
5571                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5572                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5573                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5574
5575                 // set up variables that will be used in shader setup
5576                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5577                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5578                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5579                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5580         }
5581
5582         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5583         r_fb.water.numwaterplanes = 0;
5584 }
5585
5586 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5587 {
5588         int planeindex, bestplaneindex, vertexindex;
5589         vec3_t mins, maxs, normal, center, v, n;
5590         vec_t planescore, bestplanescore;
5591         mplane_t plane;
5592         r_waterstate_waterplane_t *p;
5593         texture_t *t = R_GetCurrentTexture(surface->texture);
5594
5595         rsurface.texture = t;
5596         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5597         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5598         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5599                 return;
5600         // average the vertex normals, find the surface bounds (after deformvertexes)
5601         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5602         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5603         VectorCopy(n, normal);
5604         VectorCopy(v, mins);
5605         VectorCopy(v, maxs);
5606         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5607         {
5608                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5609                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5610                 VectorAdd(normal, n, normal);
5611                 mins[0] = min(mins[0], v[0]);
5612                 mins[1] = min(mins[1], v[1]);
5613                 mins[2] = min(mins[2], v[2]);
5614                 maxs[0] = max(maxs[0], v[0]);
5615                 maxs[1] = max(maxs[1], v[1]);
5616                 maxs[2] = max(maxs[2], v[2]);
5617         }
5618         VectorNormalize(normal);
5619         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5620
5621         VectorCopy(normal, plane.normal);
5622         VectorNormalize(plane.normal);
5623         plane.dist = DotProduct(center, plane.normal);
5624         PlaneClassify(&plane);
5625         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5626         {
5627                 // skip backfaces (except if nocullface is set)
5628 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5629 //                      return;
5630                 VectorNegate(plane.normal, plane.normal);
5631                 plane.dist *= -1;
5632                 PlaneClassify(&plane);
5633         }
5634
5635
5636         // find a matching plane if there is one
5637         bestplaneindex = -1;
5638         bestplanescore = 1048576.0f;
5639         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5640         {
5641                 if(p->camera_entity == t->camera_entity)
5642                 {
5643                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5644                         if (bestplaneindex < 0 || bestplanescore > planescore)
5645                         {
5646                                 bestplaneindex = planeindex;
5647                                 bestplanescore = planescore;
5648                         }
5649                 }
5650         }
5651         planeindex = bestplaneindex;
5652         p = r_fb.water.waterplanes + planeindex;
5653
5654         // if this surface does not fit any known plane rendered this frame, add one
5655         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5656         {
5657                 // store the new plane
5658                 planeindex = r_fb.water.numwaterplanes++;
5659                 p = r_fb.water.waterplanes + planeindex;
5660                 p->plane = plane;
5661                 // clear materialflags and pvs
5662                 p->materialflags = 0;
5663                 p->pvsvalid = false;
5664                 p->camera_entity = t->camera_entity;
5665                 VectorCopy(mins, p->mins);
5666                 VectorCopy(maxs, p->maxs);
5667         }
5668         else
5669         {
5670                 // merge mins/maxs when we're adding this surface to the plane
5671                 p->mins[0] = min(p->mins[0], mins[0]);
5672                 p->mins[1] = min(p->mins[1], mins[1]);
5673                 p->mins[2] = min(p->mins[2], mins[2]);
5674                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5675                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5676                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5677         }
5678         // merge this surface's materialflags into the waterplane
5679         p->materialflags |= t->currentmaterialflags;
5680         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5681         {
5682                 // merge this surface's PVS into the waterplane
5683                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5684                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5685                 {
5686                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5687                         p->pvsvalid = true;
5688                 }
5689         }
5690 }
5691
5692 extern cvar_t r_drawparticles;
5693 extern cvar_t r_drawdecals;
5694
5695 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5696 {
5697         int myscissor[4];
5698         r_refdef_view_t originalview;
5699         r_refdef_view_t myview;
5700         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;
5701         r_waterstate_waterplane_t *p;
5702         vec3_t visorigin;
5703         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5704         char vabuf[1024];
5705
5706         originalview = r_refdef.view;
5707
5708         // lowquality hack, temporarily shut down some cvars and restore afterwards
5709         qualityreduction = r_water_lowquality.integer;
5710         if (qualityreduction > 0)
5711         {
5712                 if (qualityreduction >= 1)
5713                 {
5714                         old_r_shadows = r_shadows.integer;
5715                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5716                         old_r_dlight = r_shadow_realtime_dlight.integer;
5717                         Cvar_SetValueQuick(&r_shadows, 0);
5718                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5719                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5720                 }
5721                 if (qualityreduction >= 2)
5722                 {
5723                         old_r_dynamic = r_dynamic.integer;
5724                         old_r_particles = r_drawparticles.integer;
5725                         old_r_decals = r_drawdecals.integer;
5726                         Cvar_SetValueQuick(&r_dynamic, 0);
5727                         Cvar_SetValueQuick(&r_drawparticles, 0);
5728                         Cvar_SetValueQuick(&r_drawdecals, 0);
5729                 }
5730         }
5731
5732         // make sure enough textures are allocated
5733         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5734         {
5735                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5736                 {
5737                         if (!p->texture_refraction)
5738                                 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);
5739                         if (!p->texture_refraction)
5740                                 goto error;
5741                         if (usewaterfbo)
5742                         {
5743                                 if (r_fb.water.depthtexture == NULL)
5744                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5745                                 if (p->fbo_refraction == 0)
5746                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5747                         }
5748                 }
5749                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5750                 {
5751                         if (!p->texture_camera)
5752                                 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);
5753                         if (!p->texture_camera)
5754                                 goto error;
5755                         if (usewaterfbo)
5756                         {
5757                                 if (r_fb.water.depthtexture == NULL)
5758                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759                                 if (p->fbo_camera == 0)
5760                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5761                         }
5762                 }
5763
5764                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5765                 {
5766                         if (!p->texture_reflection)
5767                                 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);
5768                         if (!p->texture_reflection)
5769                                 goto error;
5770                         if (usewaterfbo)
5771                         {
5772                                 if (r_fb.water.depthtexture == NULL)
5773                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5774                                 if (p->fbo_reflection == 0)
5775                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5776                         }
5777                 }
5778         }
5779
5780         // render views
5781         r_refdef.view = originalview;
5782         r_refdef.view.showdebug = false;
5783         r_refdef.view.width = r_fb.water.waterwidth;
5784         r_refdef.view.height = r_fb.water.waterheight;
5785         r_refdef.view.useclipplane = true;
5786         myview = r_refdef.view;
5787         r_fb.water.renderingscene = true;
5788         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5789         {
5790                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5791                 {
5792                         r_refdef.view = myview;
5793                         if(r_water_scissormode.integer)
5794                         {
5795                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5796                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5797                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5798                         }
5799
5800                         // render reflected scene and copy into texture
5801                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5802                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5803                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5804                         r_refdef.view.clipplane = p->plane;
5805                         // reverse the cullface settings for this render
5806                         r_refdef.view.cullface_front = GL_FRONT;
5807                         r_refdef.view.cullface_back = GL_BACK;
5808                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5809                         {
5810                                 r_refdef.view.usecustompvs = true;
5811                                 if (p->pvsvalid)
5812                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5813                                 else
5814                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5815                         }
5816
5817                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5818                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5819                         R_ClearScreen(r_refdef.fogenabled);
5820                         if(r_water_scissormode.integer & 2)
5821                                 R_View_UpdateWithScissor(myscissor);
5822                         else
5823                                 R_View_Update();
5824                         if(r_water_scissormode.integer & 1)
5825                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5826                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5827
5828                         if (!p->fbo_reflection)
5829                                 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);
5830                         r_fb.water.hideplayer = false;
5831                 }
5832
5833                 // render the normal view scene and copy into texture
5834                 // (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)
5835                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5836                 {
5837                         r_refdef.view = myview;
5838                         if(r_water_scissormode.integer)
5839                         {
5840                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5841                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5842                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5843                         }
5844
5845                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5846
5847                         r_refdef.view.clipplane = p->plane;
5848                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5849                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5850
5851                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5852                         {
5853                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5854                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5855                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5856                                 R_RenderView_UpdateViewVectors();
5857                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5858                                 {
5859                                         r_refdef.view.usecustompvs = true;
5860                                         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);
5861                                 }
5862                         }
5863
5864                         PlaneClassify(&r_refdef.view.clipplane);
5865
5866                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5867                         R_ClearScreen(r_refdef.fogenabled);
5868                         if(r_water_scissormode.integer & 2)
5869                                 R_View_UpdateWithScissor(myscissor);
5870                         else
5871                                 R_View_Update();
5872                         if(r_water_scissormode.integer & 1)
5873                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5874                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5875
5876                         if (!p->fbo_refraction)
5877                                 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);
5878                         r_fb.water.hideplayer = false;
5879                 }
5880                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5881                 {
5882                         r_refdef.view = myview;
5883
5884                         r_refdef.view.clipplane = p->plane;
5885                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5886                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5887
5888                         r_refdef.view.width = r_fb.water.camerawidth;
5889                         r_refdef.view.height = r_fb.water.cameraheight;
5890                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5891                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5892                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5893                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5894
5895                         if(p->camera_entity)
5896                         {
5897                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5898                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5899                         }
5900
5901                         // note: all of the view is used for displaying... so
5902                         // there is no use in scissoring
5903
5904                         // reverse the cullface settings for this render
5905                         r_refdef.view.cullface_front = GL_FRONT;
5906                         r_refdef.view.cullface_back = GL_BACK;
5907                         // also reverse the view matrix
5908                         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
5909                         R_RenderView_UpdateViewVectors();
5910                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5911                         {
5912                                 r_refdef.view.usecustompvs = true;
5913                                 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);
5914                         }
5915                         
5916                         // camera needs no clipplane
5917                         r_refdef.view.useclipplane = false;
5918
5919                         PlaneClassify(&r_refdef.view.clipplane);
5920
5921                         r_fb.water.hideplayer = false;
5922
5923                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5924                         R_ClearScreen(r_refdef.fogenabled);
5925                         R_View_Update();
5926                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5927
5928                         if (!p->fbo_camera)
5929                                 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);
5930                         r_fb.water.hideplayer = false;
5931                 }
5932
5933         }
5934         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5935         r_fb.water.renderingscene = false;
5936         r_refdef.view = originalview;
5937         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5938         if (!r_fb.water.depthtexture)
5939                 R_ClearScreen(r_refdef.fogenabled);
5940         R_View_Update();
5941         goto finish;
5942 error:
5943         r_refdef.view = originalview;
5944         r_fb.water.renderingscene = false;
5945         Cvar_SetValueQuick(&r_water, 0);
5946         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5947 finish:
5948         // lowquality hack, restore cvars
5949         if (qualityreduction > 0)
5950         {
5951                 if (qualityreduction >= 1)
5952                 {
5953                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5954                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5955                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5956                 }
5957                 if (qualityreduction >= 2)
5958                 {
5959                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5960                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5961                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5962                 }
5963         }
5964 }
5965
5966 static void R_Bloom_StartFrame(void)
5967 {
5968         int i;
5969         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5970         int viewwidth, viewheight;
5971         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5972         textype_t textype = TEXTYPE_COLORBUFFER;
5973
5974         switch (vid.renderpath)
5975         {
5976         case RENDERPATH_GL20:
5977                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5978                 if (vid.support.ext_framebuffer_object)
5979                 {
5980                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5981                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5982                 }
5983                 break;
5984         case RENDERPATH_GL11:
5985         case RENDERPATH_GL13:
5986         case RENDERPATH_GLES1:
5987         case RENDERPATH_GLES2:
5988         case RENDERPATH_D3D9:
5989         case RENDERPATH_D3D10:
5990         case RENDERPATH_D3D11:
5991                 r_fb.usedepthtextures = false;
5992                 break;
5993         case RENDERPATH_SOFT:
5994                 r_fb.usedepthtextures = true;
5995                 break;
5996         }
5997
5998         if (r_viewscale_fpsscaling.integer)
5999         {
6000                 double actualframetime;
6001                 double targetframetime;
6002                 double adjust;
6003                 actualframetime = r_refdef.lastdrawscreentime;
6004                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6005                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6006                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6007                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6008                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6009                 viewscalefpsadjusted += adjust;
6010                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6011         }
6012         else
6013                 viewscalefpsadjusted = 1.0f;
6014
6015         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6016
6017         switch(vid.renderpath)
6018         {
6019         case RENDERPATH_GL20:
6020         case RENDERPATH_D3D9:
6021         case RENDERPATH_D3D10:
6022         case RENDERPATH_D3D11:
6023         case RENDERPATH_SOFT:
6024         case RENDERPATH_GLES2:
6025                 break;
6026         case RENDERPATH_GL11:
6027         case RENDERPATH_GL13:
6028         case RENDERPATH_GLES1:
6029                 return;
6030         }
6031
6032         // set bloomwidth and bloomheight to the bloom resolution that will be
6033         // used (often less than the screen resolution for faster rendering)
6034         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6035         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6036         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6037         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6038         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6039
6040         // calculate desired texture sizes
6041         if (vid.support.arb_texture_non_power_of_two)
6042         {
6043                 screentexturewidth = vid.width;
6044                 screentextureheight = vid.height;
6045                 bloomtexturewidth = r_fb.bloomwidth;
6046                 bloomtextureheight = r_fb.bloomheight;
6047         }
6048         else
6049         {
6050                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6051                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6052                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6053                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6054         }
6055
6056         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))
6057         {
6058                 Cvar_SetValueQuick(&r_bloom, 0);
6059                 Cvar_SetValueQuick(&r_motionblur, 0);
6060                 Cvar_SetValueQuick(&r_damageblur, 0);
6061         }
6062
6063         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6064          && !r_bloom.integer
6065          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6066          && !useviewfbo
6067          && r_viewscale.value == 1.0f
6068          && !r_viewscale_fpsscaling.integer)
6069                 screentexturewidth = screentextureheight = 0;
6070         if (!r_bloom.integer)
6071                 bloomtexturewidth = bloomtextureheight = 0;
6072
6073         // allocate textures as needed
6074         if (r_fb.screentexturewidth != screentexturewidth
6075          || r_fb.screentextureheight != screentextureheight
6076          || r_fb.bloomtexturewidth != bloomtexturewidth
6077          || r_fb.bloomtextureheight != bloomtextureheight
6078          || r_fb.textype != textype
6079          || useviewfbo != (r_fb.fbo != 0))
6080         {
6081                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6082                 {
6083                         if (r_fb.bloomtexture[i])
6084                                 R_FreeTexture(r_fb.bloomtexture[i]);
6085                         r_fb.bloomtexture[i] = NULL;
6086
6087                         if (r_fb.bloomfbo[i])
6088                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6089                         r_fb.bloomfbo[i] = 0;
6090                 }
6091
6092                 if (r_fb.fbo)
6093                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6094                 r_fb.fbo = 0;
6095
6096                 if (r_fb.colortexture)
6097                         R_FreeTexture(r_fb.colortexture);
6098                 r_fb.colortexture = NULL;
6099
6100                 if (r_fb.depthtexture)
6101                         R_FreeTexture(r_fb.depthtexture);
6102                 r_fb.depthtexture = NULL;
6103
6104                 if (r_fb.ghosttexture)
6105                         R_FreeTexture(r_fb.ghosttexture);
6106                 r_fb.ghosttexture = NULL;
6107
6108                 r_fb.screentexturewidth = screentexturewidth;
6109                 r_fb.screentextureheight = screentextureheight;
6110                 r_fb.bloomtexturewidth = bloomtexturewidth;
6111                 r_fb.bloomtextureheight = bloomtextureheight;
6112                 r_fb.textype = textype;
6113
6114                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6115                 {
6116                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6117                                 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);
6118                         r_fb.ghosttexture_valid = false;
6119                         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);
6120                         if (useviewfbo)
6121                         {
6122                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6123                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6124                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6125                         }
6126                 }
6127
6128                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6129                 {
6130                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6131                         {
6132                                 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);
6133                                 if (useviewfbo)
6134                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6135                         }
6136                 }
6137         }
6138
6139         // bloom texture is a different resolution
6140         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6141         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6142         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6143         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6144         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6145
6146         // set up a texcoord array for the full resolution screen image
6147         // (we have to keep this around to copy back during final render)
6148         r_fb.screentexcoord2f[0] = 0;
6149         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6150         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6151         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6152         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6153         r_fb.screentexcoord2f[5] = 0;
6154         r_fb.screentexcoord2f[6] = 0;
6155         r_fb.screentexcoord2f[7] = 0;
6156
6157         // set up a texcoord array for the reduced resolution bloom image
6158         // (which will be additive blended over the screen image)
6159         r_fb.bloomtexcoord2f[0] = 0;
6160         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6161         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6162         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6163         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6164         r_fb.bloomtexcoord2f[5] = 0;
6165         r_fb.bloomtexcoord2f[6] = 0;
6166         r_fb.bloomtexcoord2f[7] = 0;
6167
6168         switch(vid.renderpath)
6169         {
6170         case RENDERPATH_GL11:
6171         case RENDERPATH_GL13:
6172         case RENDERPATH_GL20:
6173         case RENDERPATH_SOFT:
6174         case RENDERPATH_GLES1:
6175         case RENDERPATH_GLES2:
6176                 break;
6177         case RENDERPATH_D3D9:
6178         case RENDERPATH_D3D10:
6179         case RENDERPATH_D3D11:
6180                 {
6181                         int i;
6182                         for (i = 0;i < 4;i++)
6183                         {
6184                                 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6185                                 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6186                                 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6187                                 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6188                         }
6189                 }
6190                 break;
6191         }
6192
6193         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6194
6195         if (r_fb.fbo)
6196                 r_refdef.view.clear = true;
6197 }
6198
6199 static void R_Bloom_MakeTexture(void)
6200 {
6201         int x, range, dir;
6202         float xoffset, yoffset, r, brighten;
6203         rtexture_t *intex;
6204         float colorscale = r_bloom_colorscale.value;
6205
6206         r_refdef.stats.bloom++;
6207
6208         if (!r_fb.fbo)
6209         {
6210                 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);
6211                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6212         }
6213
6214         // scale down screen texture to the bloom texture size
6215         CHECKGLERROR
6216         r_fb.bloomindex = 0;
6217         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6218         R_SetViewport(&r_fb.bloomviewport);
6219         GL_BlendFunc(GL_ONE, GL_ZERO);
6220         GL_Color(colorscale, colorscale, colorscale, 1);
6221         // 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...
6222         switch(vid.renderpath)
6223         {
6224         case RENDERPATH_GL11:
6225         case RENDERPATH_GL13:
6226         case RENDERPATH_GL20:
6227         case RENDERPATH_GLES1:
6228         case RENDERPATH_GLES2:
6229         case RENDERPATH_SOFT:
6230                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6231                 break;
6232         case RENDERPATH_D3D9:
6233         case RENDERPATH_D3D10:
6234         case RENDERPATH_D3D11:
6235                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6236                 break;
6237         }
6238         // TODO: do boxfilter scale-down in shader?
6239         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6240         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6241         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6242
6243         // we now have a properly scaled bloom image
6244         if (!r_fb.bloomfbo[r_fb.bloomindex])
6245         {
6246                 // copy it into the bloom texture
6247                 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);
6248                 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6249         }
6250
6251         // multiply bloom image by itself as many times as desired
6252         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6253         {
6254                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6255                 r_fb.bloomindex ^= 1;
6256                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6257                 x *= 2;
6258                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6259                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6260                 GL_Color(r,r,r,1);
6261                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6262                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6263                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6264                 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6265
6266                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6267                 {
6268                         // copy the darkened image to a texture
6269                         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);
6270                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6271                 }
6272         }
6273
6274         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6275         brighten = r_bloom_brighten.value;
6276         brighten = sqrt(brighten);
6277         if(range >= 1)
6278                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6279
6280         for (dir = 0;dir < 2;dir++)
6281         {
6282                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6283                 r_fb.bloomindex ^= 1;
6284                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6285                 // blend on at multiple vertical offsets to achieve a vertical blur
6286                 // TODO: do offset blends using GLSL
6287                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6288                 GL_BlendFunc(GL_ONE, GL_ZERO);
6289                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6290                 for (x = -range;x <= range;x++)
6291                 {
6292                         if (!dir){xoffset = 0;yoffset = x;}
6293                         else {xoffset = x;yoffset = 0;}
6294                         xoffset /= (float)r_fb.bloomtexturewidth;
6295                         yoffset /= (float)r_fb.bloomtextureheight;
6296                         // compute a texcoord array with the specified x and y offset
6297                         r_fb.offsettexcoord2f[0] = xoffset+0;
6298                         r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6299                         r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6300                         r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6301                         r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6302                         r_fb.offsettexcoord2f[5] = yoffset+0;
6303                         r_fb.offsettexcoord2f[6] = xoffset+0;
6304                         r_fb.offsettexcoord2f[7] = yoffset+0;
6305                         // this r value looks like a 'dot' particle, fading sharply to
6306                         // black at the edges
6307                         // (probably not realistic but looks good enough)
6308                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6309                         //r = brighten/(range*2+1);
6310                         r = brighten / (range * 2 + 1);
6311                         if(range >= 1)
6312                                 r *= (1 - x*x/(float)(range*range));
6313                         GL_Color(r, r, r, 1);
6314                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6315                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6316                         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6317                         GL_BlendFunc(GL_ONE, GL_ONE);
6318                 }
6319
6320                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6321                 {
6322                         // copy the vertically or horizontally blurred bloom view to a texture
6323                         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);
6324                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6325                 }
6326         }
6327 }
6328
6329 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6330 {
6331         unsigned int permutation;
6332         float uservecs[4][4];
6333
6334         switch (vid.renderpath)
6335         {
6336         case RENDERPATH_GL20:
6337         case RENDERPATH_D3D9:
6338         case RENDERPATH_D3D10:
6339         case RENDERPATH_D3D11:
6340         case RENDERPATH_SOFT:
6341         case RENDERPATH_GLES2:
6342                 permutation =
6343                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6344                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6345                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6346                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6347                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6348
6349                 if (r_fb.colortexture)
6350                 {
6351                         if (!r_fb.fbo)
6352                         {
6353                                 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);
6354                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6355                         }
6356
6357                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6358                         {
6359                                 // declare variables
6360                                 float blur_factor, blur_mouseaccel, blur_velocity;
6361                                 static float blur_average; 
6362                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6363
6364                                 // set a goal for the factoring
6365                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6366                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6367                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6368                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6369                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6370                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6371
6372                                 // from the goal, pick an averaged value between goal and last value
6373                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6374                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6375
6376                                 // enforce minimum amount of blur 
6377                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6378
6379                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6380
6381                                 // calculate values into a standard alpha
6382                                 cl.motionbluralpha = 1 - exp(-
6383                                                 (
6384                                                  (r_motionblur.value * blur_factor / 80)
6385                                                  +
6386                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6387                                                 )
6388                                                 /
6389                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6390                                           );
6391
6392                                 // randomization for the blur value to combat persistent ghosting
6393                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6394                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6395
6396                                 // apply the blur
6397                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6398                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6399                                 {
6400                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6401                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6402                                         switch(vid.renderpath)
6403                                         {
6404                                         case RENDERPATH_GL11:
6405                                         case RENDERPATH_GL13:
6406                                         case RENDERPATH_GL20:
6407                                         case RENDERPATH_GLES1:
6408                                         case RENDERPATH_GLES2:
6409                                         case RENDERPATH_SOFT:
6410                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6411                                                 break;
6412                                         case RENDERPATH_D3D9:
6413                                         case RENDERPATH_D3D10:
6414                                         case RENDERPATH_D3D11:
6415                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6416                                                 break;
6417                                         }
6418                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6419                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6420                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6421                                 }
6422
6423                                 // updates old view angles for next pass
6424                                 VectorCopy(cl.viewangles, blur_oldangles);
6425
6426                                 // copy view into the ghost texture
6427                                 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);
6428                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6429                                 r_fb.ghosttexture_valid = true;
6430                         }
6431                 }
6432                 else
6433                 {
6434                         // no r_fb.colortexture means we're rendering to the real fb
6435                         // we may still have to do view tint...
6436                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6437                         {
6438                                 // apply a color tint to the whole view
6439                                 R_ResetViewRendering2D(0, NULL, NULL);
6440                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6441                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6442                                 R_SetupShader_Generic_NoTexture(false, true);
6443                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6444                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6445                         }
6446                         break; // no screen processing, no bloom, skip it
6447                 }
6448
6449                 if (r_fb.bloomtexture[0])
6450                 {
6451                         // make the bloom texture
6452                         R_Bloom_MakeTexture();
6453                 }
6454
6455 #if _MSC_VER >= 1400
6456 #define sscanf sscanf_s
6457 #endif
6458                 memset(uservecs, 0, sizeof(uservecs));
6459                 if (r_glsl_postprocess_uservec1_enable.integer)
6460                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6461                 if (r_glsl_postprocess_uservec2_enable.integer)
6462                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6463                 if (r_glsl_postprocess_uservec3_enable.integer)
6464                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6465                 if (r_glsl_postprocess_uservec4_enable.integer)
6466                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6467
6468                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6469                 GL_Color(1, 1, 1, 1);
6470                 GL_BlendFunc(GL_ONE, GL_ZERO);
6471
6472                 switch(vid.renderpath)
6473                 {
6474                 case RENDERPATH_GL20:
6475                 case RENDERPATH_GLES2:
6476                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6477                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6478                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6479                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6480                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6481                         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]);
6482                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6483                         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]);
6484                         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]);
6485                         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]);
6486                         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]);
6487                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6488                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6489                         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);
6490                         break;
6491                 case RENDERPATH_D3D9:
6492 #ifdef SUPPORTD3D
6493                         // 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...
6494                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6495                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6496                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6497                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6498                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6499                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6500                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6501                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6502                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6503                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6504                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6505                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6506                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6507                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6508 #endif
6509                         break;
6510                 case RENDERPATH_D3D10:
6511                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6512                         break;
6513                 case RENDERPATH_D3D11:
6514                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6515                         break;
6516                 case RENDERPATH_SOFT:
6517                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6518                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6519                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6520                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6521                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6522                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6523                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6524                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6525                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6526                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6527                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6528                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6529                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6530                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6531                         break;
6532                 default:
6533                         break;
6534                 }
6535                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6536                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6537                 break;
6538         case RENDERPATH_GL11:
6539         case RENDERPATH_GL13:
6540         case RENDERPATH_GLES1:
6541                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6542                 {
6543                         // apply a color tint to the whole view
6544                         R_ResetViewRendering2D(0, NULL, NULL);
6545                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6546                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6547                         R_SetupShader_Generic_NoTexture(false, true);
6548                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6549                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6550                 }
6551                 break;
6552         }
6553 }
6554
6555 matrix4x4_t r_waterscrollmatrix;
6556
6557 void R_UpdateFog(void)
6558 {
6559         // Nehahra fog
6560         if (gamemode == GAME_NEHAHRA)
6561         {
6562                 if (gl_fogenable.integer)
6563                 {
6564                         r_refdef.oldgl_fogenable = true;
6565                         r_refdef.fog_density = gl_fogdensity.value;
6566                         r_refdef.fog_red = gl_fogred.value;
6567                         r_refdef.fog_green = gl_foggreen.value;
6568                         r_refdef.fog_blue = gl_fogblue.value;
6569                         r_refdef.fog_alpha = 1;
6570                         r_refdef.fog_start = 0;
6571                         r_refdef.fog_end = gl_skyclip.value;
6572                         r_refdef.fog_height = 1<<30;
6573                         r_refdef.fog_fadedepth = 128;
6574                 }
6575                 else if (r_refdef.oldgl_fogenable)
6576                 {
6577                         r_refdef.oldgl_fogenable = false;
6578                         r_refdef.fog_density = 0;
6579                         r_refdef.fog_red = 0;
6580                         r_refdef.fog_green = 0;
6581                         r_refdef.fog_blue = 0;
6582                         r_refdef.fog_alpha = 0;
6583                         r_refdef.fog_start = 0;
6584                         r_refdef.fog_end = 0;
6585                         r_refdef.fog_height = 1<<30;
6586                         r_refdef.fog_fadedepth = 128;
6587                 }
6588         }
6589
6590         // fog parms
6591         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6592         r_refdef.fog_start = max(0, r_refdef.fog_start);
6593         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6594
6595         if (r_refdef.fog_density && r_drawfog.integer)
6596         {
6597                 r_refdef.fogenabled = true;
6598                 // this is the point where the fog reaches 0.9986 alpha, which we
6599                 // consider a good enough cutoff point for the texture
6600                 // (0.9986 * 256 == 255.6)
6601                 if (r_fog_exp2.integer)
6602                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6603                 else
6604                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6605                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6606                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6607                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6608                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6609                         R_BuildFogHeightTexture();
6610                 // fog color was already set
6611                 // update the fog texture
6612                 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)
6613                         R_BuildFogTexture();
6614                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6615                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6616         }
6617         else
6618                 r_refdef.fogenabled = false;
6619
6620         // fog color
6621         if (r_refdef.fog_density)
6622         {
6623                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6624                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6625                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6626
6627                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6628                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6629                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6630                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6631
6632                 {
6633                         vec3_t fogvec;
6634                         VectorCopy(r_refdef.fogcolor, fogvec);
6635                         //   color.rgb *= ContrastBoost * SceneBrightness;
6636                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6637                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6638                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6639                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6640                 }
6641         }
6642 }
6643
6644 void R_UpdateVariables(void)
6645 {
6646         R_Textures_Frame();
6647
6648         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6649
6650         r_refdef.farclip = r_farclip_base.value;
6651         if (r_refdef.scene.worldmodel)
6652                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6653         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6654
6655         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6656                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6657         r_refdef.polygonfactor = 0;
6658         r_refdef.polygonoffset = 0;
6659         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6660         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6661
6662         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6663         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6664         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6665         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6666         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6667         if (FAKELIGHT_ENABLED)
6668         {
6669                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6670         }
6671         if (r_showsurfaces.integer)
6672         {
6673                 r_refdef.scene.rtworld = false;
6674                 r_refdef.scene.rtworldshadows = false;
6675                 r_refdef.scene.rtdlight = false;
6676                 r_refdef.scene.rtdlightshadows = false;
6677                 r_refdef.lightmapintensity = 0;
6678         }
6679
6680         switch(vid.renderpath)
6681         {
6682         case RENDERPATH_GL20:
6683         case RENDERPATH_D3D9:
6684         case RENDERPATH_D3D10:
6685         case RENDERPATH_D3D11:
6686         case RENDERPATH_SOFT:
6687         case RENDERPATH_GLES2:
6688                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6689                 {
6690                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6691                         {
6692                                 // build GLSL gamma texture
6693 #define RAMPWIDTH 256
6694                                 unsigned short ramp[RAMPWIDTH * 3];
6695                                 unsigned char rampbgr[RAMPWIDTH][4];
6696                                 int i;
6697
6698                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6699
6700                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6701                                 for(i = 0; i < RAMPWIDTH; ++i)
6702                                 {
6703                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6704                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6705                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6706                                         rampbgr[i][3] = 0;
6707                                 }
6708                                 if (r_texture_gammaramps)
6709                                 {
6710                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6711                                 }
6712                                 else
6713                                 {
6714                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6715                                 }
6716                         }
6717                 }
6718                 else
6719                 {
6720                         // remove GLSL gamma texture
6721                 }
6722                 break;
6723         case RENDERPATH_GL11:
6724         case RENDERPATH_GL13:
6725         case RENDERPATH_GLES1:
6726                 break;
6727         }
6728 }
6729
6730 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6731 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6732 /*
6733 ================
6734 R_SelectScene
6735 ================
6736 */
6737 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6738         if( scenetype != r_currentscenetype ) {
6739                 // store the old scenetype
6740                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6741                 r_currentscenetype = scenetype;
6742                 // move in the new scene
6743                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6744         }
6745 }
6746
6747 /*
6748 ================
6749 R_GetScenePointer
6750 ================
6751 */
6752 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6753 {
6754         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6755         if( scenetype == r_currentscenetype ) {
6756                 return &r_refdef.scene;
6757         } else {
6758                 return &r_scenes_store[ scenetype ];
6759         }
6760 }
6761
6762 static int R_SortEntities_Compare(const void *ap, const void *bp)
6763 {
6764         const entity_render_t *a = *(const entity_render_t **)ap;
6765         const entity_render_t *b = *(const entity_render_t **)bp;
6766
6767         // 1. compare model
6768         if(a->model < b->model)
6769                 return -1;
6770         if(a->model > b->model)
6771                 return +1;
6772
6773         // 2. compare skin
6774         // TODO possibly calculate the REAL skinnum here first using
6775         // skinscenes?
6776         if(a->skinnum < b->skinnum)
6777                 return -1;
6778         if(a->skinnum > b->skinnum)
6779                 return +1;
6780
6781         // everything we compared is equal
6782         return 0;
6783 }
6784 static void R_SortEntities(void)
6785 {
6786         // below or equal 2 ents, sorting never gains anything
6787         if(r_refdef.scene.numentities <= 2)
6788                 return;
6789         // sort
6790         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6791 }
6792
6793 /*
6794 ================
6795 R_RenderView
6796 ================
6797 */
6798 int dpsoftrast_test;
6799 extern cvar_t r_shadow_bouncegrid;
6800 void R_RenderView(void)
6801 {
6802         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6803         int fbo;
6804         rtexture_t *depthtexture;
6805         rtexture_t *colortexture;
6806
6807         dpsoftrast_test = r_test.integer;
6808
6809         if (r_timereport_active)
6810                 R_TimeReport("start");
6811         r_textureframe++; // used only by R_GetCurrentTexture
6812         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6813
6814         if(R_CompileShader_CheckStaticParms())
6815                 R_GLSL_Restart_f();
6816
6817         if (!r_drawentities.integer)
6818                 r_refdef.scene.numentities = 0;
6819         else if (r_sortentities.integer)
6820                 R_SortEntities();
6821
6822         R_AnimCache_ClearCache();
6823         R_FrameData_NewFrame();
6824
6825         /* adjust for stereo display */
6826         if(R_Stereo_Active())
6827         {
6828                 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);
6829                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6830         }
6831
6832         if (r_refdef.view.isoverlay)
6833         {
6834                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6835                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6836                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6837                 R_TimeReport("depthclear");
6838
6839                 r_refdef.view.showdebug = false;
6840
6841                 r_fb.water.enabled = false;
6842                 r_fb.water.numwaterplanes = 0;
6843
6844                 R_RenderScene(0, NULL, NULL);
6845
6846                 r_refdef.view.matrix = originalmatrix;
6847
6848                 CHECKGLERROR
6849                 return;
6850         }
6851
6852         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6853         {
6854                 r_refdef.view.matrix = originalmatrix;
6855                 return;
6856         }
6857
6858         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6859
6860         R_RenderView_UpdateViewVectors();
6861
6862         R_Shadow_UpdateWorldLightSelection();
6863
6864         R_Bloom_StartFrame();
6865         R_Water_StartFrame();
6866
6867         // now we probably have an fbo to render into
6868         fbo = r_fb.fbo;
6869         depthtexture = r_fb.depthtexture;
6870         colortexture = r_fb.colortexture;
6871
6872         CHECKGLERROR
6873         if (r_timereport_active)
6874                 R_TimeReport("viewsetup");
6875
6876         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6877
6878         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6879         {
6880                 R_ClearScreen(r_refdef.fogenabled);
6881                 if (r_timereport_active)
6882                         R_TimeReport("viewclear");
6883         }
6884         r_refdef.view.clear = true;
6885
6886         r_refdef.view.showdebug = true;
6887
6888         R_View_Update();
6889         if (r_timereport_active)
6890                 R_TimeReport("visibility");
6891
6892         R_Shadow_UpdateBounceGridTexture();
6893         if (r_timereport_active && r_shadow_bouncegrid.integer)
6894                 R_TimeReport("bouncegrid");
6895
6896         r_fb.water.numwaterplanes = 0;
6897         if (r_fb.water.enabled)
6898                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6899
6900         R_RenderScene(fbo, depthtexture, colortexture);
6901         r_fb.water.numwaterplanes = 0;
6902
6903         R_BlendView(fbo, depthtexture, colortexture);
6904         if (r_timereport_active)
6905                 R_TimeReport("blendview");
6906
6907         GL_Scissor(0, 0, vid.width, vid.height);
6908         GL_ScissorTest(false);
6909
6910         r_refdef.view.matrix = originalmatrix;
6911
6912         CHECKGLERROR
6913 }
6914
6915 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6916 {
6917         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6918         {
6919                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6920                 if (r_timereport_active)
6921                         R_TimeReport("waterworld");
6922         }
6923
6924         // don't let sound skip if going slow
6925         if (r_refdef.scene.extraupdate)
6926                 S_ExtraUpdate ();
6927
6928         R_DrawModelsAddWaterPlanes();
6929         if (r_timereport_active)
6930                 R_TimeReport("watermodels");
6931
6932         if (r_fb.water.numwaterplanes)
6933         {
6934                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6935                 if (r_timereport_active)
6936                         R_TimeReport("waterscenes");
6937         }
6938 }
6939
6940 extern cvar_t cl_locs_show;
6941 static void R_DrawLocs(void);
6942 static void R_DrawEntityBBoxes(void);
6943 static void R_DrawModelDecals(void);
6944 extern cvar_t cl_decals_newsystem;
6945 extern qboolean r_shadow_usingdeferredprepass;
6946 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6947 {
6948         qboolean shadowmapping = false;
6949
6950         if (r_timereport_active)
6951                 R_TimeReport("beginscene");
6952
6953         r_refdef.stats.renders++;
6954
6955         R_UpdateFog();
6956
6957         // don't let sound skip if going slow
6958         if (r_refdef.scene.extraupdate)
6959                 S_ExtraUpdate ();
6960
6961         R_MeshQueue_BeginScene();
6962
6963         R_SkyStartFrame();
6964
6965         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);
6966
6967         if (r_timereport_active)
6968                 R_TimeReport("skystartframe");
6969
6970         if (cl.csqc_vidvars.drawworld)
6971         {
6972                 // don't let sound skip if going slow
6973                 if (r_refdef.scene.extraupdate)
6974                         S_ExtraUpdate ();
6975
6976                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6977                 {
6978                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6979                         if (r_timereport_active)
6980                                 R_TimeReport("worldsky");
6981                 }
6982
6983                 if (R_DrawBrushModelsSky() && r_timereport_active)
6984                         R_TimeReport("bmodelsky");
6985
6986                 if (skyrendermasked && skyrenderlater)
6987                 {
6988                         // we have to force off the water clipping plane while rendering sky
6989                         R_SetupView(false, fbo, depthtexture, colortexture);
6990                         R_Sky();
6991                         R_SetupView(true, fbo, depthtexture, colortexture);
6992                         if (r_timereport_active)
6993                                 R_TimeReport("sky");
6994                 }
6995         }
6996
6997         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
6998         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6999                 R_Shadow_PrepareModelShadows();
7000         if (r_timereport_active)
7001                 R_TimeReport("preparelights");
7002
7003         if (R_Shadow_ShadowMappingEnabled())
7004                 shadowmapping = true;
7005
7006         if (r_shadow_usingdeferredprepass)
7007                 R_Shadow_DrawPrepass();
7008
7009         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7010         {
7011                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7012                 if (r_timereport_active)
7013                         R_TimeReport("worlddepth");
7014         }
7015         if (r_depthfirst.integer >= 2)
7016         {
7017                 R_DrawModelsDepth();
7018                 if (r_timereport_active)
7019                         R_TimeReport("modeldepth");
7020         }
7021
7022         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7023         {
7024                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7025                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7026                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7027                 // don't let sound skip if going slow
7028                 if (r_refdef.scene.extraupdate)
7029                         S_ExtraUpdate ();
7030         }
7031
7032         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7033         {
7034                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7035                 if (r_timereport_active)
7036                         R_TimeReport("world");
7037         }
7038
7039         // don't let sound skip if going slow
7040         if (r_refdef.scene.extraupdate)
7041                 S_ExtraUpdate ();
7042
7043         R_DrawModels();
7044         if (r_timereport_active)
7045                 R_TimeReport("models");
7046
7047         // don't let sound skip if going slow
7048         if (r_refdef.scene.extraupdate)
7049                 S_ExtraUpdate ();
7050
7051         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7052         {
7053                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7054                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7055                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7056                 // don't let sound skip if going slow
7057                 if (r_refdef.scene.extraupdate)
7058                         S_ExtraUpdate ();
7059         }
7060
7061         if (!r_shadow_usingdeferredprepass)
7062         {
7063                 R_Shadow_DrawLights();
7064                 if (r_timereport_active)
7065                         R_TimeReport("rtlights");
7066         }
7067
7068         // don't let sound skip if going slow
7069         if (r_refdef.scene.extraupdate)
7070                 S_ExtraUpdate ();
7071
7072         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7073         {
7074                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7075                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7076                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7077                 // don't let sound skip if going slow
7078                 if (r_refdef.scene.extraupdate)
7079                         S_ExtraUpdate ();
7080         }
7081
7082         if (cl.csqc_vidvars.drawworld)
7083         {
7084                 if (cl_decals_newsystem.integer)
7085                 {
7086                         R_DrawModelDecals();
7087                         if (r_timereport_active)
7088                                 R_TimeReport("modeldecals");
7089                 }
7090                 else
7091                 {
7092                         R_DrawDecals();
7093                         if (r_timereport_active)
7094                                 R_TimeReport("decals");
7095                 }
7096
7097                 R_DrawParticles();
7098                 if (r_timereport_active)
7099                         R_TimeReport("particles");
7100
7101                 R_DrawExplosions();
7102                 if (r_timereport_active)
7103                         R_TimeReport("explosions");
7104
7105                 R_DrawLightningBeams();
7106                 if (r_timereport_active)
7107                         R_TimeReport("lightning");
7108         }
7109
7110         if (cl.csqc_loaded)
7111                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7112
7113         if (r_refdef.view.showdebug)
7114         {
7115                 if (cl_locs_show.integer)
7116                 {
7117                         R_DrawLocs();
7118                         if (r_timereport_active)
7119                                 R_TimeReport("showlocs");
7120                 }
7121
7122                 if (r_drawportals.integer)
7123                 {
7124                         R_DrawPortals();
7125                         if (r_timereport_active)
7126                                 R_TimeReport("portals");
7127                 }
7128
7129                 if (r_showbboxes.value > 0)
7130                 {
7131                         R_DrawEntityBBoxes();
7132                         if (r_timereport_active)
7133                                 R_TimeReport("bboxes");
7134                 }
7135         }
7136
7137         if (r_transparent.integer)
7138         {
7139                 R_MeshQueue_RenderTransparent();
7140                 if (r_timereport_active)
7141                         R_TimeReport("drawtrans");
7142         }
7143
7144         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))
7145         {
7146                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7147                 if (r_timereport_active)
7148                         R_TimeReport("worlddebug");
7149                 R_DrawModelsDebug();
7150                 if (r_timereport_active)
7151                         R_TimeReport("modeldebug");
7152         }
7153
7154         if (cl.csqc_vidvars.drawworld)
7155         {
7156                 R_Shadow_DrawCoronas();
7157                 if (r_timereport_active)
7158                         R_TimeReport("coronas");
7159         }
7160
7161 #if 0
7162         {
7163                 GL_DepthTest(false);
7164                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7165                 GL_Color(1, 1, 1, 1);
7166                 qglBegin(GL_POLYGON);
7167                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7168                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7169                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7170                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7171                 qglEnd();
7172                 qglBegin(GL_POLYGON);
7173                 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]);
7174                 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]);
7175                 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]);
7176                 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]);
7177                 qglEnd();
7178                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7179         }
7180 #endif
7181
7182         // don't let sound skip if going slow
7183         if (r_refdef.scene.extraupdate)
7184                 S_ExtraUpdate ();
7185 }
7186
7187 static const unsigned short bboxelements[36] =
7188 {
7189         5, 1, 3, 5, 3, 7,
7190         6, 2, 0, 6, 0, 4,
7191         7, 3, 2, 7, 2, 6,
7192         4, 0, 1, 4, 1, 5,
7193         4, 5, 7, 4, 7, 6,
7194         1, 0, 2, 1, 2, 3,
7195 };
7196
7197 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7198 {
7199         int i;
7200         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7201
7202         RSurf_ActiveWorldEntity();
7203
7204         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7205         GL_DepthMask(false);
7206         GL_DepthRange(0, 1);
7207         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7208 //      R_Mesh_ResetTextureState();
7209
7210         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7211         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7212         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7213         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7214         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7215         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7216         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7217         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7218         R_FillColors(color4f, 8, cr, cg, cb, ca);
7219         if (r_refdef.fogenabled)
7220         {
7221                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7222                 {
7223                         f1 = RSurf_FogVertex(v);
7224                         f2 = 1 - f1;
7225                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7226                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7227                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7228                 }
7229         }
7230         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7231         R_Mesh_ResetTextureState();
7232         R_SetupShader_Generic_NoTexture(false, false);
7233         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7234 }
7235
7236 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7237 {
7238         prvm_prog_t *prog = SVVM_prog;
7239         int i;
7240         float color[4];
7241         prvm_edict_t *edict;
7242
7243         // this function draws bounding boxes of server entities
7244         if (!sv.active)
7245                 return;
7246
7247         GL_CullFace(GL_NONE);
7248         R_SetupShader_Generic_NoTexture(false, false);
7249
7250         for (i = 0;i < numsurfaces;i++)
7251         {
7252                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7253                 switch ((int)PRVM_serveredictfloat(edict, solid))
7254                 {
7255                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7256                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7257                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7258                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7259                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7260                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7261                 }
7262                 color[3] *= r_showbboxes.value;
7263                 color[3] = bound(0, color[3], 1);
7264                 GL_DepthTest(!r_showdisabledepthtest.integer);
7265                 GL_CullFace(r_refdef.view.cullface_front);
7266                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7267         }
7268 }
7269
7270 static void R_DrawEntityBBoxes(void)
7271 {
7272         int i;
7273         prvm_edict_t *edict;
7274         vec3_t center;
7275         prvm_prog_t *prog = SVVM_prog;
7276
7277         // this function draws bounding boxes of server entities
7278         if (!sv.active)
7279                 return;
7280
7281         for (i = 0;i < prog->num_edicts;i++)
7282         {
7283                 edict = PRVM_EDICT_NUM(i);
7284                 if (edict->priv.server->free)
7285                         continue;
7286                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7287                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7288                         continue;
7289                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7290                         continue;
7291                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7292                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7293         }
7294 }
7295
7296 static const int nomodelelement3i[24] =
7297 {
7298         5, 2, 0,
7299         5, 1, 2,
7300         5, 0, 3,
7301         5, 3, 1,
7302         0, 2, 4,
7303         2, 1, 4,
7304         3, 0, 4,
7305         1, 3, 4
7306 };
7307
7308 static const unsigned short nomodelelement3s[24] =
7309 {
7310         5, 2, 0,
7311         5, 1, 2,
7312         5, 0, 3,
7313         5, 3, 1,
7314         0, 2, 4,
7315         2, 1, 4,
7316         3, 0, 4,
7317         1, 3, 4
7318 };
7319
7320 static const float nomodelvertex3f[6*3] =
7321 {
7322         -16,   0,   0,
7323          16,   0,   0,
7324           0, -16,   0,
7325           0,  16,   0,
7326           0,   0, -16,
7327           0,   0,  16
7328 };
7329
7330 static const float nomodelcolor4f[6*4] =
7331 {
7332         0.0f, 0.0f, 0.5f, 1.0f,
7333         0.0f, 0.0f, 0.5f, 1.0f,
7334         0.0f, 0.5f, 0.0f, 1.0f,
7335         0.0f, 0.5f, 0.0f, 1.0f,
7336         0.5f, 0.0f, 0.0f, 1.0f,
7337         0.5f, 0.0f, 0.0f, 1.0f
7338 };
7339
7340 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7341 {
7342         int i;
7343         float f1, f2, *c;
7344         float color4f[6*4];
7345
7346         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);
7347
7348         // this is only called once per entity so numsurfaces is always 1, and
7349         // surfacelist is always {0}, so this code does not handle batches
7350
7351         if (rsurface.ent_flags & RENDER_ADDITIVE)
7352         {
7353                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7354                 GL_DepthMask(false);
7355         }
7356         else if (rsurface.colormod[3] < 1)
7357         {
7358                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7359                 GL_DepthMask(false);
7360         }
7361         else
7362         {
7363                 GL_BlendFunc(GL_ONE, GL_ZERO);
7364                 GL_DepthMask(true);
7365         }
7366         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7367         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7368         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7369         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7370         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7371         for (i = 0, c = color4f;i < 6;i++, c += 4)
7372         {
7373                 c[0] *= rsurface.colormod[0];
7374                 c[1] *= rsurface.colormod[1];
7375                 c[2] *= rsurface.colormod[2];
7376                 c[3] *= rsurface.colormod[3];
7377         }
7378         if (r_refdef.fogenabled)
7379         {
7380                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7381                 {
7382                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7383                         f2 = 1 - f1;
7384                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7385                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7386                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7387                 }
7388         }
7389 //      R_Mesh_ResetTextureState();
7390         R_SetupShader_Generic_NoTexture(false, false);
7391         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7392         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7393 }
7394
7395 void R_DrawNoModel(entity_render_t *ent)
7396 {
7397         vec3_t org;
7398         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7399         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7400                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7401         else
7402                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7403 }
7404
7405 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7406 {
7407         vec3_t right1, right2, diff, normal;
7408
7409         VectorSubtract (org2, org1, normal);
7410
7411         // calculate 'right' vector for start
7412         VectorSubtract (r_refdef.view.origin, org1, diff);
7413         CrossProduct (normal, diff, right1);
7414         VectorNormalize (right1);
7415
7416         // calculate 'right' vector for end
7417         VectorSubtract (r_refdef.view.origin, org2, diff);
7418         CrossProduct (normal, diff, right2);
7419         VectorNormalize (right2);
7420
7421         vert[ 0] = org1[0] + width * right1[0];
7422         vert[ 1] = org1[1] + width * right1[1];
7423         vert[ 2] = org1[2] + width * right1[2];
7424         vert[ 3] = org1[0] - width * right1[0];
7425         vert[ 4] = org1[1] - width * right1[1];
7426         vert[ 5] = org1[2] - width * right1[2];
7427         vert[ 6] = org2[0] - width * right2[0];
7428         vert[ 7] = org2[1] - width * right2[1];
7429         vert[ 8] = org2[2] - width * right2[2];
7430         vert[ 9] = org2[0] + width * right2[0];
7431         vert[10] = org2[1] + width * right2[1];
7432         vert[11] = org2[2] + width * right2[2];
7433 }
7434
7435 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)
7436 {
7437         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7438         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7439         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7440         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7441         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7442         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7443         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7444         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7445         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7446         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7447         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7448         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7449 }
7450
7451 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7452 {
7453         int i;
7454         float *vertex3f;
7455         float v[3];
7456         VectorSet(v, x, y, z);
7457         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7458                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7459                         break;
7460         if (i == mesh->numvertices)
7461         {
7462                 if (mesh->numvertices < mesh->maxvertices)
7463                 {
7464                         VectorCopy(v, vertex3f);
7465                         mesh->numvertices++;
7466                 }
7467                 return mesh->numvertices;
7468         }
7469         else
7470                 return i;
7471 }
7472
7473 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7474 {
7475         int i;
7476         int *e, element[3];
7477         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7478         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7479         e = mesh->element3i + mesh->numtriangles * 3;
7480         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7481         {
7482                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7483                 if (mesh->numtriangles < mesh->maxtriangles)
7484                 {
7485                         *e++ = element[0];
7486                         *e++ = element[1];
7487                         *e++ = element[2];
7488                         mesh->numtriangles++;
7489                 }
7490                 element[1] = element[2];
7491         }
7492 }
7493
7494 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7495 {
7496         int i;
7497         int *e, element[3];
7498         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7499         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7500         e = mesh->element3i + mesh->numtriangles * 3;
7501         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7502         {
7503                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7504                 if (mesh->numtriangles < mesh->maxtriangles)
7505                 {
7506                         *e++ = element[0];
7507                         *e++ = element[1];
7508                         *e++ = element[2];
7509                         mesh->numtriangles++;
7510                 }
7511                 element[1] = element[2];
7512         }
7513 }
7514
7515 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7516 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7517 {
7518         int planenum, planenum2;
7519         int w;
7520         int tempnumpoints;
7521         mplane_t *plane, *plane2;
7522         double maxdist;
7523         double temppoints[2][256*3];
7524         // figure out how large a bounding box we need to properly compute this brush
7525         maxdist = 0;
7526         for (w = 0;w < numplanes;w++)
7527                 maxdist = max(maxdist, fabs(planes[w].dist));
7528         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7529         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7530         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7531         {
7532                 w = 0;
7533                 tempnumpoints = 4;
7534                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7535                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7536                 {
7537                         if (planenum2 == planenum)
7538                                 continue;
7539                         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);
7540                         w = !w;
7541                 }
7542                 if (tempnumpoints < 3)
7543                         continue;
7544                 // generate elements forming a triangle fan for this polygon
7545                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7546         }
7547 }
7548
7549 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)
7550 {
7551         texturelayer_t *layer;
7552         layer = t->currentlayers + t->currentnumlayers++;
7553         layer->type = type;
7554         layer->depthmask = depthmask;
7555         layer->blendfunc1 = blendfunc1;
7556         layer->blendfunc2 = blendfunc2;
7557         layer->texture = texture;
7558         layer->texmatrix = *matrix;
7559         layer->color[0] = r;
7560         layer->color[1] = g;
7561         layer->color[2] = b;
7562         layer->color[3] = a;
7563 }
7564
7565 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7566 {
7567         if(parms[0] == 0 && parms[1] == 0)
7568                 return false;
7569         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7570                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7571                         return false;
7572         return true;
7573 }
7574
7575 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7576 {
7577         double index, f;
7578         index = parms[2] + rsurface.shadertime * parms[3];
7579         index -= floor(index);
7580         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7581         {
7582         default:
7583         case Q3WAVEFUNC_NONE:
7584         case Q3WAVEFUNC_NOISE:
7585         case Q3WAVEFUNC_COUNT:
7586                 f = 0;
7587                 break;
7588         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7589         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7590         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7591         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7592         case Q3WAVEFUNC_TRIANGLE:
7593                 index *= 4;
7594                 f = index - floor(index);
7595                 if (index < 1)
7596                 {
7597                         // f = f;
7598                 }
7599                 else if (index < 2)
7600                         f = 1 - f;
7601                 else if (index < 3)
7602                         f = -f;
7603                 else
7604                         f = -(1 - f);
7605                 break;
7606         }
7607         f = parms[0] + parms[1] * f;
7608         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7609                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7610         return (float) f;
7611 }
7612
7613 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7614 {
7615         int w, h, idx;
7616         double f;
7617         double offsetd[2];
7618         float tcmat[12];
7619         matrix4x4_t matrix, temp;
7620         switch(tcmod->tcmod)
7621         {
7622                 case Q3TCMOD_COUNT:
7623                 case Q3TCMOD_NONE:
7624                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7625                                 matrix = r_waterscrollmatrix;
7626                         else
7627                                 matrix = identitymatrix;
7628                         break;
7629                 case Q3TCMOD_ENTITYTRANSLATE:
7630                         // this is used in Q3 to allow the gamecode to control texcoord
7631                         // scrolling on the entity, which is not supported in darkplaces yet.
7632                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7633                         break;
7634                 case Q3TCMOD_ROTATE:
7635                         f = tcmod->parms[0] * rsurface.shadertime;
7636                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7637                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7638                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7639                         break;
7640                 case Q3TCMOD_SCALE:
7641                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7642                         break;
7643                 case Q3TCMOD_SCROLL:
7644                         // extra care is needed because of precision breakdown with large values of time
7645                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7646                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7647                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7648                         break;
7649                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7650                         w = (int) tcmod->parms[0];
7651                         h = (int) tcmod->parms[1];
7652                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7653                         f = f - floor(f);
7654                         idx = (int) floor(f * w * h);
7655                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7656                         break;
7657                 case Q3TCMOD_STRETCH:
7658                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7659                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7660                         break;
7661                 case Q3TCMOD_TRANSFORM:
7662                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7663                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7664                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7665                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7666                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7667                         break;
7668                 case Q3TCMOD_TURBULENT:
7669                         // this is handled in the RSurf_PrepareVertices function
7670                         matrix = identitymatrix;
7671                         break;
7672         }
7673         temp = *texmatrix;
7674         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7675 }
7676
7677 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7678 {
7679         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7680         char name[MAX_QPATH];
7681         skinframe_t *skinframe;
7682         unsigned char pixels[296*194];
7683         strlcpy(cache->name, skinname, sizeof(cache->name));
7684         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7685         if (developer_loading.integer)
7686                 Con_Printf("loading %s\n", name);
7687         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7688         if (!skinframe || !skinframe->base)
7689         {
7690                 unsigned char *f;
7691                 fs_offset_t filesize;
7692                 skinframe = NULL;
7693                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7694                 if (f)
7695                 {
7696                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7697                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7698                         Mem_Free(f);
7699                 }
7700         }
7701         cache->skinframe = skinframe;
7702 }
7703
7704 texture_t *R_GetCurrentTexture(texture_t *t)
7705 {
7706         int i;
7707         const entity_render_t *ent = rsurface.entity;
7708         dp_model_t *model = ent->model;
7709         q3shaderinfo_layer_tcmod_t *tcmod;
7710
7711         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7712                 return t->currentframe;
7713         t->update_lastrenderframe = r_textureframe;
7714         t->update_lastrenderentity = (void *)ent;
7715
7716         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7717                 t->camera_entity = ent->entitynumber;
7718         else
7719                 t->camera_entity = 0;
7720
7721         // switch to an alternate material if this is a q1bsp animated material
7722         {
7723                 texture_t *texture = t;
7724                 int s = rsurface.ent_skinnum;
7725                 if ((unsigned int)s >= (unsigned int)model->numskins)
7726                         s = 0;
7727                 if (model->skinscenes)
7728                 {
7729                         if (model->skinscenes[s].framecount > 1)
7730                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7731                         else
7732                                 s = model->skinscenes[s].firstframe;
7733                 }
7734                 if (s > 0)
7735                         t = t + s * model->num_surfaces;
7736                 if (t->animated)
7737                 {
7738                         // use an alternate animation if the entity's frame is not 0,
7739                         // and only if the texture has an alternate animation
7740                         if (rsurface.ent_alttextures && t->anim_total[1])
7741                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7742                         else
7743                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7744                 }
7745                 texture->currentframe = t;
7746         }
7747
7748         // update currentskinframe to be a qw skin or animation frame
7749         if (rsurface.ent_qwskin >= 0)
7750         {
7751                 i = rsurface.ent_qwskin;
7752                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7753                 {
7754                         r_qwskincache_size = cl.maxclients;
7755                         if (r_qwskincache)
7756                                 Mem_Free(r_qwskincache);
7757                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7758                 }
7759                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7760                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7761                 t->currentskinframe = r_qwskincache[i].skinframe;
7762                 if (t->currentskinframe == NULL)
7763                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7764         }
7765         else if (t->numskinframes >= 2)
7766                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7767         if (t->backgroundnumskinframes >= 2)
7768                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7769
7770         t->currentmaterialflags = t->basematerialflags;
7771         t->currentalpha = rsurface.colormod[3];
7772         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7773                 t->currentalpha *= r_wateralpha.value;
7774         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7775                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7776         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7777                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7778         if (!(rsurface.ent_flags & RENDER_LIGHT))
7779                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7780         else if (FAKELIGHT_ENABLED)
7781         {
7782                 // no modellight if using fakelight for the map
7783         }
7784         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7785         {
7786                 // pick a model lighting mode
7787                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7788                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7789                 else
7790                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7791         }
7792         if (rsurface.ent_flags & RENDER_ADDITIVE)
7793                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7794         else if (t->currentalpha < 1)
7795                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7796         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7797         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7798                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7799         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7800                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7801         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7802                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7803         if (t->backgroundnumskinframes)
7804                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7805         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7806         {
7807                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7808                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7809         }
7810         else
7811                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7812         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7813         {
7814                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7815                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7816         }
7817         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7818                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7819
7820         // there is no tcmod
7821         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7822         {
7823                 t->currenttexmatrix = r_waterscrollmatrix;
7824                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7825         }
7826         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7827         {
7828                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7829                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7830         }
7831
7832         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7833                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7834         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7835                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7836
7837         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7838         if (t->currentskinframe->qpixels)
7839                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7840         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7841         if (!t->basetexture)
7842                 t->basetexture = r_texture_notexture;
7843         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7844         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7845         t->nmaptexture = t->currentskinframe->nmap;
7846         if (!t->nmaptexture)
7847                 t->nmaptexture = r_texture_blanknormalmap;
7848         t->glosstexture = r_texture_black;
7849         t->glowtexture = t->currentskinframe->glow;
7850         t->fogtexture = t->currentskinframe->fog;
7851         t->reflectmasktexture = t->currentskinframe->reflect;
7852         if (t->backgroundnumskinframes)
7853         {
7854                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7855                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7856                 t->backgroundglosstexture = r_texture_black;
7857                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7858                 if (!t->backgroundnmaptexture)
7859                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7860         }
7861         else
7862         {
7863                 t->backgroundbasetexture = r_texture_white;
7864                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7865                 t->backgroundglosstexture = r_texture_black;
7866                 t->backgroundglowtexture = NULL;
7867         }
7868         t->specularpower = r_shadow_glossexponent.value;
7869         // TODO: store reference values for these in the texture?
7870         t->specularscale = 0;
7871         if (r_shadow_gloss.integer > 0)
7872         {
7873                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7874                 {
7875                         if (r_shadow_glossintensity.value > 0)
7876                         {
7877                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7878                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7879                                 t->specularscale = r_shadow_glossintensity.value;
7880                         }
7881                 }
7882                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7883                 {
7884                         t->glosstexture = r_texture_white;
7885                         t->backgroundglosstexture = r_texture_white;
7886                         t->specularscale = r_shadow_gloss2intensity.value;
7887                         t->specularpower = r_shadow_gloss2exponent.value;
7888                 }
7889         }
7890         t->specularscale *= t->specularscalemod;
7891         t->specularpower *= t->specularpowermod;
7892         t->rtlightambient = 0;
7893
7894         // lightmaps mode looks bad with dlights using actual texturing, so turn
7895         // off the colormap and glossmap, but leave the normalmap on as it still
7896         // accurately represents the shading involved
7897         if (gl_lightmaps.integer)
7898         {
7899                 t->basetexture = r_texture_grey128;
7900                 t->pantstexture = r_texture_black;
7901                 t->shirttexture = r_texture_black;
7902                 t->nmaptexture = r_texture_blanknormalmap;
7903                 t->glosstexture = r_texture_black;
7904                 t->glowtexture = NULL;
7905                 t->fogtexture = NULL;
7906                 t->reflectmasktexture = NULL;
7907                 t->backgroundbasetexture = NULL;
7908                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7909                 t->backgroundglosstexture = r_texture_black;
7910                 t->backgroundglowtexture = NULL;
7911                 t->specularscale = 0;
7912                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7913         }
7914
7915         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7916         VectorClear(t->dlightcolor);
7917         t->currentnumlayers = 0;
7918         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7919         {
7920                 int blendfunc1, blendfunc2;
7921                 qboolean depthmask;
7922                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7923                 {
7924                         blendfunc1 = GL_SRC_ALPHA;
7925                         blendfunc2 = GL_ONE;
7926                 }
7927                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7928                 {
7929                         blendfunc1 = GL_SRC_ALPHA;
7930                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7931                 }
7932                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7933                 {
7934                         blendfunc1 = t->customblendfunc[0];
7935                         blendfunc2 = t->customblendfunc[1];
7936                 }
7937                 else
7938                 {
7939                         blendfunc1 = GL_ONE;
7940                         blendfunc2 = GL_ZERO;
7941                 }
7942                 // don't colormod evilblend textures
7943                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7944                         VectorSet(t->lightmapcolor, 1, 1, 1);
7945                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7946                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7947                 {
7948                         // fullbright is not affected by r_refdef.lightmapintensity
7949                         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]);
7950                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7951                                 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]);
7952                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7953                                 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]);
7954                 }
7955                 else
7956                 {
7957                         vec3_t ambientcolor;
7958                         float colorscale;
7959                         // set the color tint used for lights affecting this surface
7960                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7961                         colorscale = 2;
7962                         // q3bsp has no lightmap updates, so the lightstylevalue that
7963                         // would normally be baked into the lightmap must be
7964                         // applied to the color
7965                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7966                         if (model->type == mod_brushq3)
7967                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7968                         colorscale *= r_refdef.lightmapintensity;
7969                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7970                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7971                         // basic lit geometry
7972                         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]);
7973                         // add pants/shirt if needed
7974                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7975                                 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]);
7976                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7977                                 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]);
7978                         // now add ambient passes if needed
7979                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7980                         {
7981                                 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]);
7982                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7983                                         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]);
7984                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7985                                         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]);
7986                         }
7987                 }
7988                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7989                         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]);
7990                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7991                 {
7992                         // if this is opaque use alpha blend which will darken the earlier
7993                         // passes cheaply.
7994                         //
7995                         // if this is an alpha blended material, all the earlier passes
7996                         // were darkened by fog already, so we only need to add the fog
7997                         // color ontop through the fog mask texture
7998                         //
7999                         // if this is an additive blended material, all the earlier passes
8000                         // were darkened by fog already, and we should not add fog color
8001                         // (because the background was not darkened, there is no fog color
8002                         // that was lost behind it).
8003                         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]);
8004                 }
8005         }
8006
8007         return t->currentframe;
8008 }
8009
8010 rsurfacestate_t rsurface;
8011
8012 void RSurf_ActiveWorldEntity(void)
8013 {
8014         dp_model_t *model = r_refdef.scene.worldmodel;
8015         //if (rsurface.entity == r_refdef.scene.worldentity)
8016         //      return;
8017         rsurface.entity = r_refdef.scene.worldentity;
8018         rsurface.skeleton = NULL;
8019         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8020         rsurface.ent_skinnum = 0;
8021         rsurface.ent_qwskin = -1;
8022         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8023         rsurface.shadertime = r_refdef.scene.time;
8024         rsurface.matrix = identitymatrix;
8025         rsurface.inversematrix = identitymatrix;
8026         rsurface.matrixscale = 1;
8027         rsurface.inversematrixscale = 1;
8028         R_EntityMatrix(&identitymatrix);
8029         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8030         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8031         rsurface.fograngerecip = r_refdef.fograngerecip;
8032         rsurface.fogheightfade = r_refdef.fogheightfade;
8033         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8034         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8035         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8036         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8037         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8038         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8039         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8040         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8041         rsurface.colormod[3] = 1;
8042         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);
8043         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8044         rsurface.frameblend[0].lerp = 1;
8045         rsurface.ent_alttextures = false;
8046         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8047         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8048         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8049         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8050         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8051         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8052         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8053         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8054         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8055         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8056         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8057         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8058         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8059         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8060         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8061         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8062         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8063         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8064         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8065         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8066         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8067         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8068         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8069         rsurface.modelelement3i = model->surfmesh.data_element3i;
8070         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8071         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8072         rsurface.modelelement3s = model->surfmesh.data_element3s;
8073         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8074         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8075         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8076         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8077         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8078         rsurface.modelsurfaces = model->data_surfaces;
8079         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8080         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8081         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8082         rsurface.modelgeneratedvertex = false;
8083         rsurface.batchgeneratedvertex = false;
8084         rsurface.batchfirstvertex = 0;
8085         rsurface.batchnumvertices = 0;
8086         rsurface.batchfirsttriangle = 0;
8087         rsurface.batchnumtriangles = 0;
8088         rsurface.batchvertex3f  = NULL;
8089         rsurface.batchvertex3f_vertexbuffer = NULL;
8090         rsurface.batchvertex3f_bufferoffset = 0;
8091         rsurface.batchsvector3f = NULL;
8092         rsurface.batchsvector3f_vertexbuffer = NULL;
8093         rsurface.batchsvector3f_bufferoffset = 0;
8094         rsurface.batchtvector3f = NULL;
8095         rsurface.batchtvector3f_vertexbuffer = NULL;
8096         rsurface.batchtvector3f_bufferoffset = 0;
8097         rsurface.batchnormal3f  = NULL;
8098         rsurface.batchnormal3f_vertexbuffer = NULL;
8099         rsurface.batchnormal3f_bufferoffset = 0;
8100         rsurface.batchlightmapcolor4f = NULL;
8101         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8102         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8103         rsurface.batchtexcoordtexture2f = NULL;
8104         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8105         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8106         rsurface.batchtexcoordlightmap2f = NULL;
8107         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8108         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8109         rsurface.batchvertexmesh = NULL;
8110         rsurface.batchvertexmeshbuffer = NULL;
8111         rsurface.batchvertex3fbuffer = NULL;
8112         rsurface.batchelement3i = NULL;
8113         rsurface.batchelement3i_indexbuffer = NULL;
8114         rsurface.batchelement3i_bufferoffset = 0;
8115         rsurface.batchelement3s = NULL;
8116         rsurface.batchelement3s_indexbuffer = NULL;
8117         rsurface.batchelement3s_bufferoffset = 0;
8118         rsurface.passcolor4f = NULL;
8119         rsurface.passcolor4f_vertexbuffer = NULL;
8120         rsurface.passcolor4f_bufferoffset = 0;
8121 }
8122
8123 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8124 {
8125         dp_model_t *model = ent->model;
8126         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8127         //      return;
8128         rsurface.entity = (entity_render_t *)ent;
8129         rsurface.skeleton = ent->skeleton;
8130         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8131         rsurface.ent_skinnum = ent->skinnum;
8132         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;
8133         rsurface.ent_flags = ent->flags;
8134         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8135         rsurface.matrix = ent->matrix;
8136         rsurface.inversematrix = ent->inversematrix;
8137         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8138         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8139         R_EntityMatrix(&rsurface.matrix);
8140         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8141         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8142         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8143         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8144         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8145         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8146         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8147         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8148         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8149         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8150         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8151         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8152         rsurface.colormod[3] = ent->alpha;
8153         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8154         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8155         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8156         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8157         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8158         if (ent->model->brush.submodel && !prepass)
8159         {
8160                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8161                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8162         }
8163         if (model->surfmesh.isanimated && model->AnimateVertices)
8164         {
8165                 if (ent->animcache_vertex3f)
8166                 {
8167                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8168                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8169                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8170                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8171                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8172                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8173                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8174                 }
8175                 else if (wanttangents)
8176                 {
8177                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8178                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8179                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8180                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8181                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8182                         rsurface.modelvertexmesh = NULL;
8183                         rsurface.modelvertexmeshbuffer = NULL;
8184                         rsurface.modelvertex3fbuffer = NULL;
8185                 }
8186                 else if (wantnormals)
8187                 {
8188                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8189                         rsurface.modelsvector3f = NULL;
8190                         rsurface.modeltvector3f = NULL;
8191                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8192                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8193                         rsurface.modelvertexmesh = NULL;
8194                         rsurface.modelvertexmeshbuffer = NULL;
8195                         rsurface.modelvertex3fbuffer = NULL;
8196                 }
8197                 else
8198                 {
8199                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8200                         rsurface.modelsvector3f = NULL;
8201                         rsurface.modeltvector3f = NULL;
8202                         rsurface.modelnormal3f = NULL;
8203                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8204                         rsurface.modelvertexmesh = NULL;
8205                         rsurface.modelvertexmeshbuffer = NULL;
8206                         rsurface.modelvertex3fbuffer = NULL;
8207                 }
8208                 rsurface.modelvertex3f_vertexbuffer = 0;
8209                 rsurface.modelvertex3f_bufferoffset = 0;
8210                 rsurface.modelsvector3f_vertexbuffer = 0;
8211                 rsurface.modelsvector3f_bufferoffset = 0;
8212                 rsurface.modeltvector3f_vertexbuffer = 0;
8213                 rsurface.modeltvector3f_bufferoffset = 0;
8214                 rsurface.modelnormal3f_vertexbuffer = 0;
8215                 rsurface.modelnormal3f_bufferoffset = 0;
8216                 rsurface.modelgeneratedvertex = true;
8217         }
8218         else
8219         {
8220                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8221                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8222                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8223                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8224                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8225                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8226                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8227                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8228                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8229                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8230                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8231                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8232                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8233                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8234                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8235                 rsurface.modelgeneratedvertex = false;
8236         }
8237         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8238         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8239         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8240         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8241         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8242         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8243         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8244         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8245         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8246         rsurface.modelelement3i = model->surfmesh.data_element3i;
8247         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8248         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8249         rsurface.modelelement3s = model->surfmesh.data_element3s;
8250         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8251         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8252         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8253         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8254         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8255         rsurface.modelsurfaces = model->data_surfaces;
8256         rsurface.batchgeneratedvertex = false;
8257         rsurface.batchfirstvertex = 0;
8258         rsurface.batchnumvertices = 0;
8259         rsurface.batchfirsttriangle = 0;
8260         rsurface.batchnumtriangles = 0;
8261         rsurface.batchvertex3f  = NULL;
8262         rsurface.batchvertex3f_vertexbuffer = NULL;
8263         rsurface.batchvertex3f_bufferoffset = 0;
8264         rsurface.batchsvector3f = NULL;
8265         rsurface.batchsvector3f_vertexbuffer = NULL;
8266         rsurface.batchsvector3f_bufferoffset = 0;
8267         rsurface.batchtvector3f = NULL;
8268         rsurface.batchtvector3f_vertexbuffer = NULL;
8269         rsurface.batchtvector3f_bufferoffset = 0;
8270         rsurface.batchnormal3f  = NULL;
8271         rsurface.batchnormal3f_vertexbuffer = NULL;
8272         rsurface.batchnormal3f_bufferoffset = 0;
8273         rsurface.batchlightmapcolor4f = NULL;
8274         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8275         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8276         rsurface.batchtexcoordtexture2f = NULL;
8277         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8278         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8279         rsurface.batchtexcoordlightmap2f = NULL;
8280         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8281         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8282         rsurface.batchvertexmesh = NULL;
8283         rsurface.batchvertexmeshbuffer = NULL;
8284         rsurface.batchvertex3fbuffer = NULL;
8285         rsurface.batchelement3i = NULL;
8286         rsurface.batchelement3i_indexbuffer = NULL;
8287         rsurface.batchelement3i_bufferoffset = 0;
8288         rsurface.batchelement3s = NULL;
8289         rsurface.batchelement3s_indexbuffer = NULL;
8290         rsurface.batchelement3s_bufferoffset = 0;
8291         rsurface.passcolor4f = NULL;
8292         rsurface.passcolor4f_vertexbuffer = NULL;
8293         rsurface.passcolor4f_bufferoffset = 0;
8294 }
8295
8296 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)
8297 {
8298         rsurface.entity = r_refdef.scene.worldentity;
8299         rsurface.skeleton = NULL;
8300         rsurface.ent_skinnum = 0;
8301         rsurface.ent_qwskin = -1;
8302         rsurface.ent_flags = entflags;
8303         rsurface.shadertime = r_refdef.scene.time - shadertime;
8304         rsurface.modelnumvertices = numvertices;
8305         rsurface.modelnumtriangles = numtriangles;
8306         rsurface.matrix = *matrix;
8307         rsurface.inversematrix = *inversematrix;
8308         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8309         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8310         R_EntityMatrix(&rsurface.matrix);
8311         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8312         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8313         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8314         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8315         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8316         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8317         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8318         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8319         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8320         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8321         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8322         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8323         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);
8324         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8325         rsurface.frameblend[0].lerp = 1;
8326         rsurface.ent_alttextures = false;
8327         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8328         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8329         if (wanttangents)
8330         {
8331                 rsurface.modelvertex3f = (float *)vertex3f;
8332                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8333                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8334                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8335         }
8336         else if (wantnormals)
8337         {
8338                 rsurface.modelvertex3f = (float *)vertex3f;
8339                 rsurface.modelsvector3f = NULL;
8340                 rsurface.modeltvector3f = NULL;
8341                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8342         }
8343         else
8344         {
8345                 rsurface.modelvertex3f = (float *)vertex3f;
8346                 rsurface.modelsvector3f = NULL;
8347                 rsurface.modeltvector3f = NULL;
8348                 rsurface.modelnormal3f = NULL;
8349         }
8350         rsurface.modelvertexmesh = NULL;
8351         rsurface.modelvertexmeshbuffer = NULL;
8352         rsurface.modelvertex3fbuffer = NULL;
8353         rsurface.modelvertex3f_vertexbuffer = 0;
8354         rsurface.modelvertex3f_bufferoffset = 0;
8355         rsurface.modelsvector3f_vertexbuffer = 0;
8356         rsurface.modelsvector3f_bufferoffset = 0;
8357         rsurface.modeltvector3f_vertexbuffer = 0;
8358         rsurface.modeltvector3f_bufferoffset = 0;
8359         rsurface.modelnormal3f_vertexbuffer = 0;
8360         rsurface.modelnormal3f_bufferoffset = 0;
8361         rsurface.modelgeneratedvertex = true;
8362         rsurface.modellightmapcolor4f  = (float *)color4f;
8363         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8364         rsurface.modellightmapcolor4f_bufferoffset = 0;
8365         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8366         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8367         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8368         rsurface.modeltexcoordlightmap2f  = NULL;
8369         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8370         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8371         rsurface.modelelement3i = (int *)element3i;
8372         rsurface.modelelement3i_indexbuffer = NULL;
8373         rsurface.modelelement3i_bufferoffset = 0;
8374         rsurface.modelelement3s = (unsigned short *)element3s;
8375         rsurface.modelelement3s_indexbuffer = NULL;
8376         rsurface.modelelement3s_bufferoffset = 0;
8377         rsurface.modellightmapoffsets = NULL;
8378         rsurface.modelsurfaces = NULL;
8379         rsurface.batchgeneratedvertex = false;
8380         rsurface.batchfirstvertex = 0;
8381         rsurface.batchnumvertices = 0;
8382         rsurface.batchfirsttriangle = 0;
8383         rsurface.batchnumtriangles = 0;
8384         rsurface.batchvertex3f  = NULL;
8385         rsurface.batchvertex3f_vertexbuffer = NULL;
8386         rsurface.batchvertex3f_bufferoffset = 0;
8387         rsurface.batchsvector3f = NULL;
8388         rsurface.batchsvector3f_vertexbuffer = NULL;
8389         rsurface.batchsvector3f_bufferoffset = 0;
8390         rsurface.batchtvector3f = NULL;
8391         rsurface.batchtvector3f_vertexbuffer = NULL;
8392         rsurface.batchtvector3f_bufferoffset = 0;
8393         rsurface.batchnormal3f  = NULL;
8394         rsurface.batchnormal3f_vertexbuffer = NULL;
8395         rsurface.batchnormal3f_bufferoffset = 0;
8396         rsurface.batchlightmapcolor4f = NULL;
8397         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8398         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8399         rsurface.batchtexcoordtexture2f = NULL;
8400         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8401         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8402         rsurface.batchtexcoordlightmap2f = NULL;
8403         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8404         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8405         rsurface.batchvertexmesh = NULL;
8406         rsurface.batchvertexmeshbuffer = NULL;
8407         rsurface.batchvertex3fbuffer = NULL;
8408         rsurface.batchelement3i = NULL;
8409         rsurface.batchelement3i_indexbuffer = NULL;
8410         rsurface.batchelement3i_bufferoffset = 0;
8411         rsurface.batchelement3s = NULL;
8412         rsurface.batchelement3s_indexbuffer = NULL;
8413         rsurface.batchelement3s_bufferoffset = 0;
8414         rsurface.passcolor4f = NULL;
8415         rsurface.passcolor4f_vertexbuffer = NULL;
8416         rsurface.passcolor4f_bufferoffset = 0;
8417
8418         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8419         {
8420                 if ((wantnormals || wanttangents) && !normal3f)
8421                 {
8422                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8423                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8424                 }
8425                 if (wanttangents && !svector3f)
8426                 {
8427                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8428                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8429                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8430                 }
8431         }
8432 }
8433
8434 float RSurf_FogPoint(const float *v)
8435 {
8436         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8437         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8438         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8439         float FogHeightFade = r_refdef.fogheightfade;
8440         float fogfrac;
8441         unsigned int fogmasktableindex;
8442         if (r_refdef.fogplaneviewabove)
8443                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8444         else
8445                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8446         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8447         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8448 }
8449
8450 float RSurf_FogVertex(const float *v)
8451 {
8452         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8453         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8454         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8455         float FogHeightFade = rsurface.fogheightfade;
8456         float fogfrac;
8457         unsigned int fogmasktableindex;
8458         if (r_refdef.fogplaneviewabove)
8459                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8460         else
8461                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8462         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8463         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8464 }
8465
8466 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8467 {
8468         int i;
8469         for (i = 0;i < numelements;i++)
8470                 outelement3i[i] = inelement3i[i] + adjust;
8471 }
8472
8473 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8474 extern cvar_t gl_vbo;
8475 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8476 {
8477         int deformindex;
8478         int firsttriangle;
8479         int numtriangles;
8480         int firstvertex;
8481         int endvertex;
8482         int numvertices;
8483         int surfacefirsttriangle;
8484         int surfacenumtriangles;
8485         int surfacefirstvertex;
8486         int surfaceendvertex;
8487         int surfacenumvertices;
8488         int batchnumvertices;
8489         int batchnumtriangles;
8490         int needsupdate;
8491         int i, j;
8492         qboolean gaps;
8493         qboolean dynamicvertex;
8494         float amplitude;
8495         float animpos;
8496         float scale;
8497         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8498         float waveparms[4];
8499         q3shaderinfo_deform_t *deform;
8500         const msurface_t *surface, *firstsurface;
8501         r_vertexmesh_t *vertexmesh;
8502         if (!texturenumsurfaces)
8503                 return;
8504         // find vertex range of this surface batch
8505         gaps = false;
8506         firstsurface = texturesurfacelist[0];
8507         firsttriangle = firstsurface->num_firsttriangle;
8508         batchnumvertices = 0;
8509         batchnumtriangles = 0;
8510         firstvertex = endvertex = firstsurface->num_firstvertex;
8511         for (i = 0;i < texturenumsurfaces;i++)
8512         {
8513                 surface = texturesurfacelist[i];
8514                 if (surface != firstsurface + i)
8515                         gaps = true;
8516                 surfacefirstvertex = surface->num_firstvertex;
8517                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8518                 surfacenumvertices = surface->num_vertices;
8519                 surfacenumtriangles = surface->num_triangles;
8520                 if (firstvertex > surfacefirstvertex)
8521                         firstvertex = surfacefirstvertex;
8522                 if (endvertex < surfaceendvertex)
8523                         endvertex = surfaceendvertex;
8524                 batchnumvertices += surfacenumvertices;
8525                 batchnumtriangles += surfacenumtriangles;
8526         }
8527
8528         // we now know the vertex range used, and if there are any gaps in it
8529         rsurface.batchfirstvertex = firstvertex;
8530         rsurface.batchnumvertices = endvertex - firstvertex;
8531         rsurface.batchfirsttriangle = firsttriangle;
8532         rsurface.batchnumtriangles = batchnumtriangles;
8533
8534         // this variable holds flags for which properties have been updated that
8535         // may require regenerating vertexmesh array...
8536         needsupdate = 0;
8537
8538         // check if any dynamic vertex processing must occur
8539         dynamicvertex = false;
8540
8541         // if there is a chance of animated vertex colors, it's a dynamic batch
8542         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8543         {
8544                 dynamicvertex = true;
8545                 batchneed |= BATCHNEED_NOGAPS;
8546                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8547         }
8548
8549         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8550         {
8551                 switch (deform->deform)
8552                 {
8553                 default:
8554                 case Q3DEFORM_PROJECTIONSHADOW:
8555                 case Q3DEFORM_TEXT0:
8556                 case Q3DEFORM_TEXT1:
8557                 case Q3DEFORM_TEXT2:
8558                 case Q3DEFORM_TEXT3:
8559                 case Q3DEFORM_TEXT4:
8560                 case Q3DEFORM_TEXT5:
8561                 case Q3DEFORM_TEXT6:
8562                 case Q3DEFORM_TEXT7:
8563                 case Q3DEFORM_NONE:
8564                         break;
8565                 case Q3DEFORM_AUTOSPRITE:
8566                         dynamicvertex = true;
8567                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8568                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8569                         break;
8570                 case Q3DEFORM_AUTOSPRITE2:
8571                         dynamicvertex = true;
8572                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8573                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8574                         break;
8575                 case Q3DEFORM_NORMAL:
8576                         dynamicvertex = true;
8577                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8578                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8579                         break;
8580                 case Q3DEFORM_WAVE:
8581                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8582                                 break; // if wavefunc is a nop, ignore this transform
8583                         dynamicvertex = true;
8584                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8585                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8586                         break;
8587                 case Q3DEFORM_BULGE:
8588                         dynamicvertex = true;
8589                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8590                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8591                         break;
8592                 case Q3DEFORM_MOVE:
8593                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8594                                 break; // if wavefunc is a nop, ignore this transform
8595                         dynamicvertex = true;
8596                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8597                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8598                         break;
8599                 }
8600         }
8601         switch(rsurface.texture->tcgen.tcgen)
8602         {
8603         default:
8604         case Q3TCGEN_TEXTURE:
8605                 break;
8606         case Q3TCGEN_LIGHTMAP:
8607                 dynamicvertex = true;
8608                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8609                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8610                 break;
8611         case Q3TCGEN_VECTOR:
8612                 dynamicvertex = true;
8613                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8614                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8615                 break;
8616         case Q3TCGEN_ENVIRONMENT:
8617                 dynamicvertex = true;
8618                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8619                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8620                 break;
8621         }
8622         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8623         {
8624                 dynamicvertex = true;
8625                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8626                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8627         }
8628
8629         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8630         {
8631                 dynamicvertex = true;
8632                 batchneed |= BATCHNEED_NOGAPS;
8633                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8634         }
8635
8636         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8637         {
8638                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8639                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8640                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8641                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8642                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8643                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8644                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8645         }
8646
8647         // when the model data has no vertex buffer (dynamic mesh), we need to
8648         // eliminate gaps
8649         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8650                 batchneed |= BATCHNEED_NOGAPS;
8651
8652         // if needsupdate, we have to do a dynamic vertex batch for sure
8653         if (needsupdate & batchneed)
8654                 dynamicvertex = true;
8655
8656         // see if we need to build vertexmesh from arrays
8657         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8658                 dynamicvertex = true;
8659
8660         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8661         // also some drivers strongly dislike firstvertex
8662         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8663                 dynamicvertex = true;
8664
8665         rsurface.batchvertex3f = rsurface.modelvertex3f;
8666         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8667         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8668         rsurface.batchsvector3f = rsurface.modelsvector3f;
8669         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8670         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8671         rsurface.batchtvector3f = rsurface.modeltvector3f;
8672         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8673         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8674         rsurface.batchnormal3f = rsurface.modelnormal3f;
8675         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8676         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8677         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8678         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8679         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8680         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8681         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8682         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8683         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8684         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8685         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8686         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8687         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8688         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8689         rsurface.batchelement3i = rsurface.modelelement3i;
8690         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8691         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8692         rsurface.batchelement3s = rsurface.modelelement3s;
8693         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8694         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8695
8696         // if any dynamic vertex processing has to occur in software, we copy the
8697         // entire surface list together before processing to rebase the vertices
8698         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8699         //
8700         // if any gaps exist and we do not have a static vertex buffer, we have to
8701         // copy the surface list together to avoid wasting upload bandwidth on the
8702         // vertices in the gaps.
8703         //
8704         // if gaps exist and we have a static vertex buffer, we still have to
8705         // combine the index buffer ranges into one dynamic index buffer.
8706         //
8707         // in all cases we end up with data that can be drawn in one call.
8708
8709         if (!dynamicvertex)
8710         {
8711                 // static vertex data, just set pointers...
8712                 rsurface.batchgeneratedvertex = false;
8713                 // if there are gaps, we want to build a combined index buffer,
8714                 // otherwise use the original static buffer with an appropriate offset
8715                 if (gaps)
8716                 {
8717                         // build a new triangle elements array for this batch
8718                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8719                         rsurface.batchfirsttriangle = 0;
8720                         numtriangles = 0;
8721                         for (i = 0;i < texturenumsurfaces;i++)
8722                         {
8723                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8724                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8725                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8726                                 numtriangles += surfacenumtriangles;
8727                         }
8728                         rsurface.batchelement3i_indexbuffer = NULL;
8729                         rsurface.batchelement3i_bufferoffset = 0;
8730                         rsurface.batchelement3s = NULL;
8731                         rsurface.batchelement3s_indexbuffer = NULL;
8732                         rsurface.batchelement3s_bufferoffset = 0;
8733                         if (endvertex <= 65536)
8734                         {
8735                                 // make a 16bit (unsigned short) index array if possible
8736                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8737                                 for (i = 0;i < numtriangles*3;i++)
8738                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8739                         }
8740                 }
8741                 return;
8742         }
8743
8744         // something needs software processing, do it for real...
8745         // we only directly handle separate array data in this case and then
8746         // generate interleaved data if needed...
8747         rsurface.batchgeneratedvertex = true;
8748
8749         // now copy the vertex data into a combined array and make an index array
8750         // (this is what Quake3 does all the time)
8751         //if (gaps || rsurface.batchfirstvertex)
8752         {
8753                 rsurface.batchvertex3fbuffer = NULL;
8754                 rsurface.batchvertexmesh = NULL;
8755                 rsurface.batchvertexmeshbuffer = NULL;
8756                 rsurface.batchvertex3f = NULL;
8757                 rsurface.batchvertex3f_vertexbuffer = NULL;
8758                 rsurface.batchvertex3f_bufferoffset = 0;
8759                 rsurface.batchsvector3f = NULL;
8760                 rsurface.batchsvector3f_vertexbuffer = NULL;
8761                 rsurface.batchsvector3f_bufferoffset = 0;
8762                 rsurface.batchtvector3f = NULL;
8763                 rsurface.batchtvector3f_vertexbuffer = NULL;
8764                 rsurface.batchtvector3f_bufferoffset = 0;
8765                 rsurface.batchnormal3f = NULL;
8766                 rsurface.batchnormal3f_vertexbuffer = NULL;
8767                 rsurface.batchnormal3f_bufferoffset = 0;
8768                 rsurface.batchlightmapcolor4f = NULL;
8769                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8770                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8771                 rsurface.batchtexcoordtexture2f = NULL;
8772                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8773                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8774                 rsurface.batchtexcoordlightmap2f = NULL;
8775                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8776                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8777                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8778                 rsurface.batchelement3i_indexbuffer = NULL;
8779                 rsurface.batchelement3i_bufferoffset = 0;
8780                 rsurface.batchelement3s = NULL;
8781                 rsurface.batchelement3s_indexbuffer = NULL;
8782                 rsurface.batchelement3s_bufferoffset = 0;
8783                 // we'll only be setting up certain arrays as needed
8784                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8785                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8786                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8787                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8788                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8789                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8790                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8791                 {
8792                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8793                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8794                 }
8795                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8796                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8797                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8798                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8799                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8800                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8801                 numvertices = 0;
8802                 numtriangles = 0;
8803                 for (i = 0;i < texturenumsurfaces;i++)
8804                 {
8805                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8806                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8807                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8808                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8809                         // copy only the data requested
8810                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8811                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8812                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8813                         {
8814                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8815                                 {
8816                                         if (rsurface.batchvertex3f)
8817                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8818                                         else
8819                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8820                                 }
8821                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8822                                 {
8823                                         if (rsurface.modelnormal3f)
8824                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8825                                         else
8826                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8827                                 }
8828                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8829                                 {
8830                                         if (rsurface.modelsvector3f)
8831                                         {
8832                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8833                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8834                                         }
8835                                         else
8836                                         {
8837                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8838                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8839                                         }
8840                                 }
8841                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8842                                 {
8843                                         if (rsurface.modellightmapcolor4f)
8844                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8845                                         else
8846                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8847                                 }
8848                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8849                                 {
8850                                         if (rsurface.modeltexcoordtexture2f)
8851                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8852                                         else
8853                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8854                                 }
8855                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8856                                 {
8857                                         if (rsurface.modeltexcoordlightmap2f)
8858                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8859                                         else
8860                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8861                                 }
8862                         }
8863                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8864                         numvertices += surfacenumvertices;
8865                         numtriangles += surfacenumtriangles;
8866                 }
8867
8868                 // generate a 16bit index array as well if possible
8869                 // (in general, dynamic batches fit)
8870                 if (numvertices <= 65536)
8871                 {
8872                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8873                         for (i = 0;i < numtriangles*3;i++)
8874                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8875                 }
8876
8877                 // since we've copied everything, the batch now starts at 0
8878                 rsurface.batchfirstvertex = 0;
8879                 rsurface.batchnumvertices = batchnumvertices;
8880                 rsurface.batchfirsttriangle = 0;
8881                 rsurface.batchnumtriangles = batchnumtriangles;
8882         }
8883
8884         // q1bsp surfaces rendered in vertex color mode have to have colors
8885         // calculated based on lightstyles
8886         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8887         {
8888                 // generate color arrays for the surfaces in this list
8889                 int c[4];
8890                 int scale;
8891                 int size3;
8892                 const int *offsets;
8893                 const unsigned char *lm;
8894                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8895                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8896                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8897                 numvertices = 0;
8898                 for (i = 0;i < texturenumsurfaces;i++)
8899                 {
8900                         surface = texturesurfacelist[i];
8901                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8902                         surfacenumvertices = surface->num_vertices;
8903                         if (surface->lightmapinfo->samples)
8904                         {
8905                                 for (j = 0;j < surfacenumvertices;j++)
8906                                 {
8907                                         lm = surface->lightmapinfo->samples + offsets[j];
8908                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8909                                         VectorScale(lm, scale, c);
8910                                         if (surface->lightmapinfo->styles[1] != 255)
8911                                         {
8912                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8913                                                 lm += size3;
8914                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8915                                                 VectorMA(c, scale, lm, c);
8916                                                 if (surface->lightmapinfo->styles[2] != 255)
8917                                                 {
8918                                                         lm += size3;
8919                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8920                                                         VectorMA(c, scale, lm, c);
8921                                                         if (surface->lightmapinfo->styles[3] != 255)
8922                                                         {
8923                                                                 lm += size3;
8924                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8925                                                                 VectorMA(c, scale, lm, c);
8926                                                         }
8927                                                 }
8928                                         }
8929                                         c[0] >>= 7;
8930                                         c[1] >>= 7;
8931                                         c[2] >>= 7;
8932                                         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);
8933                                         numvertices++;
8934                                 }
8935                         }
8936                         else
8937                         {
8938                                 for (j = 0;j < surfacenumvertices;j++)
8939                                 {
8940                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8941                                         numvertices++;
8942                                 }
8943                         }
8944                 }
8945         }
8946
8947         // if vertices are deformed (sprite flares and things in maps, possibly
8948         // water waves, bulges and other deformations), modify the copied vertices
8949         // in place
8950         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8951         {
8952                 switch (deform->deform)
8953                 {
8954                 default:
8955                 case Q3DEFORM_PROJECTIONSHADOW:
8956                 case Q3DEFORM_TEXT0:
8957                 case Q3DEFORM_TEXT1:
8958                 case Q3DEFORM_TEXT2:
8959                 case Q3DEFORM_TEXT3:
8960                 case Q3DEFORM_TEXT4:
8961                 case Q3DEFORM_TEXT5:
8962                 case Q3DEFORM_TEXT6:
8963                 case Q3DEFORM_TEXT7:
8964                 case Q3DEFORM_NONE:
8965                         break;
8966                 case Q3DEFORM_AUTOSPRITE:
8967                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8968                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8969                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8970                         VectorNormalize(newforward);
8971                         VectorNormalize(newright);
8972                         VectorNormalize(newup);
8973 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8974 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8975 //                      rsurface.batchvertex3f_bufferoffset = 0;
8976 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8977 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8978 //                      rsurface.batchsvector3f_bufferoffset = 0;
8979 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8980 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8981 //                      rsurface.batchtvector3f_bufferoffset = 0;
8982 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8983 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8984 //                      rsurface.batchnormal3f_bufferoffset = 0;
8985                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8986                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8987                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8988                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8989                                 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);
8990                         // a single autosprite surface can contain multiple sprites...
8991                         for (j = 0;j < batchnumvertices - 3;j += 4)
8992                         {
8993                                 VectorClear(center);
8994                                 for (i = 0;i < 4;i++)
8995                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8996                                 VectorScale(center, 0.25f, center);
8997                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8998                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8999                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9000                                 for (i = 0;i < 4;i++)
9001                                 {
9002                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9003                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9004                                 }
9005                         }
9006                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9007                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9008                         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);
9009                         break;
9010                 case Q3DEFORM_AUTOSPRITE2:
9011                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9012                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9013                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9014                         VectorNormalize(newforward);
9015                         VectorNormalize(newright);
9016                         VectorNormalize(newup);
9017 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9018 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9019 //                      rsurface.batchvertex3f_bufferoffset = 0;
9020                         {
9021                                 const float *v1, *v2;
9022                                 vec3_t start, end;
9023                                 float f, l;
9024                                 struct
9025                                 {
9026                                         float length2;
9027                                         const float *v1;
9028                                         const float *v2;
9029                                 }
9030                                 shortest[2];
9031                                 memset(shortest, 0, sizeof(shortest));
9032                                 // a single autosprite surface can contain multiple sprites...
9033                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9034                                 {
9035                                         VectorClear(center);
9036                                         for (i = 0;i < 4;i++)
9037                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9038                                         VectorScale(center, 0.25f, center);
9039                                         // find the two shortest edges, then use them to define the
9040                                         // axis vectors for rotating around the central axis
9041                                         for (i = 0;i < 6;i++)
9042                                         {
9043                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9044                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9045                                                 l = VectorDistance2(v1, v2);
9046                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9047                                                 if (v1[2] != v2[2])
9048                                                         l += (1.0f / 1024.0f);
9049                                                 if (shortest[0].length2 > l || i == 0)
9050                                                 {
9051                                                         shortest[1] = shortest[0];
9052                                                         shortest[0].length2 = l;
9053                                                         shortest[0].v1 = v1;
9054                                                         shortest[0].v2 = v2;
9055                                                 }
9056                                                 else if (shortest[1].length2 > l || i == 1)
9057                                                 {
9058                                                         shortest[1].length2 = l;
9059                                                         shortest[1].v1 = v1;
9060                                                         shortest[1].v2 = v2;
9061                                                 }
9062                                         }
9063                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9064                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9065                                         // this calculates the right vector from the shortest edge
9066                                         // and the up vector from the edge midpoints
9067                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9068                                         VectorNormalize(right);
9069                                         VectorSubtract(end, start, up);
9070                                         VectorNormalize(up);
9071                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9072                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9073                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9074                                         VectorNegate(forward, forward);
9075                                         VectorReflect(forward, 0, up, forward);
9076                                         VectorNormalize(forward);
9077                                         CrossProduct(up, forward, newright);
9078                                         VectorNormalize(newright);
9079                                         // rotate the quad around the up axis vector, this is made
9080                                         // especially easy by the fact we know the quad is flat,
9081                                         // so we only have to subtract the center position and
9082                                         // measure distance along the right vector, and then
9083                                         // multiply that by the newright vector and add back the
9084                                         // center position
9085                                         // we also need to subtract the old position to undo the
9086                                         // displacement from the center, which we do with a
9087                                         // DotProduct, the subtraction/addition of center is also
9088                                         // optimized into DotProducts here
9089                                         l = DotProduct(right, center);
9090                                         for (i = 0;i < 4;i++)
9091                                         {
9092                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9093                                                 f = DotProduct(right, v1) - l;
9094                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9095                                         }
9096                                 }
9097                         }
9098                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9099                         {
9100 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9101 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9102 //                              rsurface.batchnormal3f_bufferoffset = 0;
9103                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9104                         }
9105                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9106                         {
9107 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9108 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9109 //                              rsurface.batchsvector3f_bufferoffset = 0;
9110 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9111 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9112 //                              rsurface.batchtvector3f_bufferoffset = 0;
9113                                 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);
9114                         }
9115                         break;
9116                 case Q3DEFORM_NORMAL:
9117                         // deform the normals to make reflections wavey
9118                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9119                         rsurface.batchnormal3f_vertexbuffer = NULL;
9120                         rsurface.batchnormal3f_bufferoffset = 0;
9121                         for (j = 0;j < batchnumvertices;j++)
9122                         {
9123                                 float vertex[3];
9124                                 float *normal = rsurface.batchnormal3f + 3*j;
9125                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9126                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9127                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9128                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9129                                 VectorNormalize(normal);
9130                         }
9131                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9132                         {
9133 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9134 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9135 //                              rsurface.batchsvector3f_bufferoffset = 0;
9136 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9137 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9138 //                              rsurface.batchtvector3f_bufferoffset = 0;
9139                                 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);
9140                         }
9141                         break;
9142                 case Q3DEFORM_WAVE:
9143                         // deform vertex array to make wavey water and flags and such
9144                         waveparms[0] = deform->waveparms[0];
9145                         waveparms[1] = deform->waveparms[1];
9146                         waveparms[2] = deform->waveparms[2];
9147                         waveparms[3] = deform->waveparms[3];
9148                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9149                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9150                         // this is how a divisor of vertex influence on deformation
9151                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9152                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9153 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9154 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9155 //                      rsurface.batchvertex3f_bufferoffset = 0;
9156 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9157 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9158 //                      rsurface.batchnormal3f_bufferoffset = 0;
9159                         for (j = 0;j < batchnumvertices;j++)
9160                         {
9161                                 // if the wavefunc depends on time, evaluate it per-vertex
9162                                 if (waveparms[3])
9163                                 {
9164                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9165                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9166                                 }
9167                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9168                         }
9169                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9170                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9171                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9172                         {
9173 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9174 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9175 //                              rsurface.batchsvector3f_bufferoffset = 0;
9176 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9177 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9178 //                              rsurface.batchtvector3f_bufferoffset = 0;
9179                                 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);
9180                         }
9181                         break;
9182                 case Q3DEFORM_BULGE:
9183                         // deform vertex array to make the surface have moving bulges
9184 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9185 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9186 //                      rsurface.batchvertex3f_bufferoffset = 0;
9187 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9188 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9189 //                      rsurface.batchnormal3f_bufferoffset = 0;
9190                         for (j = 0;j < batchnumvertices;j++)
9191                         {
9192                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9193                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9194                         }
9195                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9196                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9197                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9198                         {
9199 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9200 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9201 //                              rsurface.batchsvector3f_bufferoffset = 0;
9202 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9203 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9204 //                              rsurface.batchtvector3f_bufferoffset = 0;
9205                                 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);
9206                         }
9207                         break;
9208                 case Q3DEFORM_MOVE:
9209                         // deform vertex array
9210                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9211                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9212                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9213                         VectorScale(deform->parms, scale, waveparms);
9214 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9215 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9216 //                      rsurface.batchvertex3f_bufferoffset = 0;
9217                         for (j = 0;j < batchnumvertices;j++)
9218                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9219                         break;
9220                 }
9221         }
9222
9223         // generate texcoords based on the chosen texcoord source
9224         switch(rsurface.texture->tcgen.tcgen)
9225         {
9226         default:
9227         case Q3TCGEN_TEXTURE:
9228                 break;
9229         case Q3TCGEN_LIGHTMAP:
9230 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9231 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9232 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9233                 if (rsurface.batchtexcoordlightmap2f)
9234                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9235                 break;
9236         case Q3TCGEN_VECTOR:
9237 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9238 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9239 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9240                 for (j = 0;j < batchnumvertices;j++)
9241                 {
9242                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9243                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9244                 }
9245                 break;
9246         case Q3TCGEN_ENVIRONMENT:
9247                 // make environment reflections using a spheremap
9248                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9249                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9250                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9251                 for (j = 0;j < batchnumvertices;j++)
9252                 {
9253                         // identical to Q3A's method, but executed in worldspace so
9254                         // carried models can be shiny too
9255
9256                         float viewer[3], d, reflected[3], worldreflected[3];
9257
9258                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9259                         // VectorNormalize(viewer);
9260
9261                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9262
9263                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9264                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9265                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9266                         // note: this is proportinal to viewer, so we can normalize later
9267
9268                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9269                         VectorNormalize(worldreflected);
9270
9271                         // note: this sphere map only uses world x and z!
9272                         // so positive and negative y will LOOK THE SAME.
9273                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9274                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9275                 }
9276                 break;
9277         }
9278         // the only tcmod that needs software vertex processing is turbulent, so
9279         // check for it here and apply the changes if needed
9280         // and we only support that as the first one
9281         // (handling a mixture of turbulent and other tcmods would be problematic
9282         //  without punting it entirely to a software path)
9283         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9284         {
9285                 amplitude = rsurface.texture->tcmods[0].parms[1];
9286                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9287 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9288 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9289 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9290                 for (j = 0;j < batchnumvertices;j++)
9291                 {
9292                         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);
9293                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9294                 }
9295         }
9296
9297         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9298         {
9299                 // convert the modified arrays to vertex structs
9300 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9301 //              rsurface.batchvertexmeshbuffer = NULL;
9302                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9303                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9304                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9305                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9306                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9307                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9308                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9309                 {
9310                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9311                         {
9312                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9313                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9314                         }
9315                 }
9316                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9317                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9318                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9319                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9320                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9321                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9322                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9323                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9324                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9325         }
9326 }
9327
9328 void RSurf_DrawBatch(void)
9329 {
9330         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9331         // through the pipeline, killing it earlier in the pipeline would have
9332         // per-surface overhead rather than per-batch overhead, so it's best to
9333         // reject it here, before it hits glDraw.
9334         if (rsurface.batchnumtriangles == 0)
9335                 return;
9336 #if 0
9337         // batch debugging code
9338         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9339         {
9340                 int i;
9341                 int j;
9342                 int c;
9343                 const int *e;
9344                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9345                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9346                 {
9347                         c = e[i];
9348                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9349                         {
9350                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9351                                 {
9352                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9353                                                 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);
9354                                         break;
9355                                 }
9356                         }
9357                 }
9358         }
9359 #endif
9360         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);
9361 }
9362
9363 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9364 {
9365         // pick the closest matching water plane
9366         int planeindex, vertexindex, bestplaneindex = -1;
9367         float d, bestd;
9368         vec3_t vert;
9369         const float *v;
9370         r_waterstate_waterplane_t *p;
9371         qboolean prepared = false;
9372         bestd = 0;
9373         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9374         {
9375                 if(p->camera_entity != rsurface.texture->camera_entity)
9376                         continue;
9377                 d = 0;
9378                 if(!prepared)
9379                 {
9380                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9381                         prepared = true;
9382                         if(rsurface.batchnumvertices == 0)
9383                                 break;
9384                 }
9385                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9386                 {
9387                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9388                         d += fabs(PlaneDiff(vert, &p->plane));
9389                 }
9390                 if (bestd > d || bestplaneindex < 0)
9391                 {
9392                         bestd = d;
9393                         bestplaneindex = planeindex;
9394                 }
9395         }
9396         return bestplaneindex;
9397         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9398         // this situation though, as it might be better to render single larger
9399         // batches with useless stuff (backface culled for example) than to
9400         // render multiple smaller batches
9401 }
9402
9403 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9404 {
9405         int i;
9406         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9407         rsurface.passcolor4f_vertexbuffer = 0;
9408         rsurface.passcolor4f_bufferoffset = 0;
9409         for (i = 0;i < rsurface.batchnumvertices;i++)
9410                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9411 }
9412
9413 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9414 {
9415         int i;
9416         float f;
9417         const float *v;
9418         const float *c;
9419         float *c2;
9420         if (rsurface.passcolor4f)
9421         {
9422                 // generate color arrays
9423                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9424                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9425                 rsurface.passcolor4f_vertexbuffer = 0;
9426                 rsurface.passcolor4f_bufferoffset = 0;
9427                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9428                 {
9429                         f = RSurf_FogVertex(v);
9430                         c2[0] = c[0] * f;
9431                         c2[1] = c[1] * f;
9432                         c2[2] = c[2] * f;
9433                         c2[3] = c[3];
9434                 }
9435         }
9436         else
9437         {
9438                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9439                 rsurface.passcolor4f_vertexbuffer = 0;
9440                 rsurface.passcolor4f_bufferoffset = 0;
9441                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9442                 {
9443                         f = RSurf_FogVertex(v);
9444                         c2[0] = f;
9445                         c2[1] = f;
9446                         c2[2] = f;
9447                         c2[3] = 1;
9448                 }
9449         }
9450 }
9451
9452 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9453 {
9454         int i;
9455         float f;
9456         const float *v;
9457         const float *c;
9458         float *c2;
9459         if (!rsurface.passcolor4f)
9460                 return;
9461         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9462         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9463         rsurface.passcolor4f_vertexbuffer = 0;
9464         rsurface.passcolor4f_bufferoffset = 0;
9465         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)
9466         {
9467                 f = RSurf_FogVertex(v);
9468                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9469                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9470                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9471                 c2[3] = c[3];
9472         }
9473 }
9474
9475 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9476 {
9477         int i;
9478         const float *c;
9479         float *c2;
9480         if (!rsurface.passcolor4f)
9481                 return;
9482         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9483         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9484         rsurface.passcolor4f_vertexbuffer = 0;
9485         rsurface.passcolor4f_bufferoffset = 0;
9486         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9487         {
9488                 c2[0] = c[0] * r;
9489                 c2[1] = c[1] * g;
9490                 c2[2] = c[2] * b;
9491                 c2[3] = c[3] * a;
9492         }
9493 }
9494
9495 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9496 {
9497         int i;
9498         const float *c;
9499         float *c2;
9500         if (!rsurface.passcolor4f)
9501                 return;
9502         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9503         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9504         rsurface.passcolor4f_vertexbuffer = 0;
9505         rsurface.passcolor4f_bufferoffset = 0;
9506         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9507         {
9508                 c2[0] = c[0] + r_refdef.scene.ambient;
9509                 c2[1] = c[1] + r_refdef.scene.ambient;
9510                 c2[2] = c[2] + r_refdef.scene.ambient;
9511                 c2[3] = c[3];
9512         }
9513 }
9514
9515 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9516 {
9517         // TODO: optimize
9518         rsurface.passcolor4f = NULL;
9519         rsurface.passcolor4f_vertexbuffer = 0;
9520         rsurface.passcolor4f_bufferoffset = 0;
9521         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9522         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9523         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9524         GL_Color(r, g, b, a);
9525         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9526         RSurf_DrawBatch();
9527 }
9528
9529 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9530 {
9531         // TODO: optimize applyfog && applycolor case
9532         // just apply fog if necessary, and tint the fog color array if necessary
9533         rsurface.passcolor4f = NULL;
9534         rsurface.passcolor4f_vertexbuffer = 0;
9535         rsurface.passcolor4f_bufferoffset = 0;
9536         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9537         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9538         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9539         GL_Color(r, g, b, a);
9540         RSurf_DrawBatch();
9541 }
9542
9543 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9544 {
9545         // TODO: optimize
9546         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9547         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9548         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9549         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9550         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9551         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9552         GL_Color(r, g, b, a);
9553         RSurf_DrawBatch();
9554 }
9555
9556 static void RSurf_DrawBatch_GL11_ClampColor(void)
9557 {
9558         int i;
9559         const float *c1;
9560         float *c2;
9561         if (!rsurface.passcolor4f)
9562                 return;
9563         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9564         {
9565                 c2[0] = bound(0.0f, c1[0], 1.0f);
9566                 c2[1] = bound(0.0f, c1[1], 1.0f);
9567                 c2[2] = bound(0.0f, c1[2], 1.0f);
9568                 c2[3] = bound(0.0f, c1[3], 1.0f);
9569         }
9570 }
9571
9572 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9573 {
9574         int i;
9575         float f;
9576         const float *v;
9577         const float *n;
9578         float *c;
9579         //vec3_t eyedir;
9580
9581         // fake shading
9582         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9583         rsurface.passcolor4f_vertexbuffer = 0;
9584         rsurface.passcolor4f_bufferoffset = 0;
9585         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)
9586         {
9587                 f = -DotProduct(r_refdef.view.forward, n);
9588                 f = max(0, f);
9589                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9590                 f *= r_refdef.lightmapintensity;
9591                 Vector4Set(c, f, f, f, 1);
9592         }
9593 }
9594
9595 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9596 {
9597         RSurf_DrawBatch_GL11_ApplyFakeLight();
9598         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9599         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9600         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9601         GL_Color(r, g, b, a);
9602         RSurf_DrawBatch();
9603 }
9604
9605 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9606 {
9607         int i;
9608         float f;
9609         float alpha;
9610         const float *v;
9611         const float *n;
9612         float *c;
9613         vec3_t ambientcolor;
9614         vec3_t diffusecolor;
9615         vec3_t lightdir;
9616         // TODO: optimize
9617         // model lighting
9618         VectorCopy(rsurface.modellight_lightdir, lightdir);
9619         f = 0.5f * r_refdef.lightmapintensity;
9620         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9621         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9622         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9623         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9624         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9625         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9626         alpha = *a;
9627         if (VectorLength2(diffusecolor) > 0)
9628         {
9629                 // q3-style directional shading
9630                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9631                 rsurface.passcolor4f_vertexbuffer = 0;
9632                 rsurface.passcolor4f_bufferoffset = 0;
9633                 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)
9634                 {
9635                         if ((f = DotProduct(n, lightdir)) > 0)
9636                                 VectorMA(ambientcolor, f, diffusecolor, c);
9637                         else
9638                                 VectorCopy(ambientcolor, c);
9639                         c[3] = alpha;
9640                 }
9641                 *r = 1;
9642                 *g = 1;
9643                 *b = 1;
9644                 *a = 1;
9645                 *applycolor = false;
9646         }
9647         else
9648         {
9649                 *r = ambientcolor[0];
9650                 *g = ambientcolor[1];
9651                 *b = ambientcolor[2];
9652                 rsurface.passcolor4f = NULL;
9653                 rsurface.passcolor4f_vertexbuffer = 0;
9654                 rsurface.passcolor4f_bufferoffset = 0;
9655         }
9656 }
9657
9658 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9659 {
9660         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9661         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9662         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9663         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9664         GL_Color(r, g, b, a);
9665         RSurf_DrawBatch();
9666 }
9667
9668 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9669 {
9670         int i;
9671         float f;
9672         const float *v;
9673         float *c;
9674
9675         // fake shading
9676         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9677         rsurface.passcolor4f_vertexbuffer = 0;
9678         rsurface.passcolor4f_bufferoffset = 0;
9679
9680         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9681         {
9682                 f = 1 - RSurf_FogVertex(v);
9683                 c[0] = r;
9684                 c[1] = g;
9685                 c[2] = b;
9686                 c[3] = f * a;
9687         }
9688 }
9689
9690 void RSurf_SetupDepthAndCulling(void)
9691 {
9692         // submodels are biased to avoid z-fighting with world surfaces that they
9693         // may be exactly overlapping (avoids z-fighting artifacts on certain
9694         // doors and things in Quake maps)
9695         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9696         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9697         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9698         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9699 }
9700
9701 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9702 {
9703         // transparent sky would be ridiculous
9704         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9705                 return;
9706         R_SetupShader_Generic_NoTexture(false, false);
9707         skyrenderlater = true;
9708         RSurf_SetupDepthAndCulling();
9709         GL_DepthMask(true);
9710         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9711         // skymasking on them, and Quake3 never did sky masking (unlike
9712         // software Quake and software Quake2), so disable the sky masking
9713         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9714         // and skymasking also looks very bad when noclipping outside the
9715         // level, so don't use it then either.
9716         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9717         {
9718                 R_Mesh_ResetTextureState();
9719                 if (skyrendermasked)
9720                 {
9721                         R_SetupShader_DepthOrShadow(false, false);
9722                         // depth-only (masking)
9723                         GL_ColorMask(0,0,0,0);
9724                         // just to make sure that braindead drivers don't draw
9725                         // anything despite that colormask...
9726                         GL_BlendFunc(GL_ZERO, GL_ONE);
9727                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9728                         if (rsurface.batchvertex3fbuffer)
9729                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9730                         else
9731                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9732                 }
9733                 else
9734                 {
9735                         R_SetupShader_Generic_NoTexture(false, false);
9736                         // fog sky
9737                         GL_BlendFunc(GL_ONE, GL_ZERO);
9738                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9739                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9740                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9741                 }
9742                 RSurf_DrawBatch();
9743                 if (skyrendermasked)
9744                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9745         }
9746         R_Mesh_ResetTextureState();
9747         GL_Color(1, 1, 1, 1);
9748 }
9749
9750 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9751 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9752 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9753 {
9754         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9755                 return;
9756         if (prepass)
9757         {
9758                 // render screenspace normalmap to texture
9759                 GL_DepthMask(true);
9760                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9761                 RSurf_DrawBatch();
9762                 return;
9763         }
9764
9765         // bind lightmap texture
9766
9767         // water/refraction/reflection/camera surfaces have to be handled specially
9768         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9769         {
9770                 int start, end, startplaneindex;
9771                 for (start = 0;start < texturenumsurfaces;start = end)
9772                 {
9773                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9774                         if(startplaneindex < 0)
9775                         {
9776                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9777                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9778                                 end = start + 1;
9779                                 continue;
9780                         }
9781                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9782                                 ;
9783                         // now that we have a batch using the same planeindex, render it
9784                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9785                         {
9786                                 // render water or distortion background
9787                                 GL_DepthMask(true);
9788                                 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);
9789                                 RSurf_DrawBatch();
9790                                 // blend surface on top
9791                                 GL_DepthMask(false);
9792                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9793                                 RSurf_DrawBatch();
9794                         }
9795                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9796                         {
9797                                 // render surface with reflection texture as input
9798                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9799                                 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);
9800                                 RSurf_DrawBatch();
9801                         }
9802                 }
9803                 return;
9804         }
9805
9806         // render surface batch normally
9807         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9808         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);
9809         RSurf_DrawBatch();
9810 }
9811
9812 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9813 {
9814         // OpenGL 1.3 path - anything not completely ancient
9815         qboolean applycolor;
9816         qboolean applyfog;
9817         int layerindex;
9818         const texturelayer_t *layer;
9819         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);
9820         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9821
9822         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9823         {
9824                 vec4_t layercolor;
9825                 int layertexrgbscale;
9826                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9827                 {
9828                         if (layerindex == 0)
9829                                 GL_AlphaTest(true);
9830                         else
9831                         {
9832                                 GL_AlphaTest(false);
9833                                 GL_DepthFunc(GL_EQUAL);
9834                         }
9835                 }
9836                 GL_DepthMask(layer->depthmask && writedepth);
9837                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9838                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9839                 {
9840                         layertexrgbscale = 4;
9841                         VectorScale(layer->color, 0.25f, layercolor);
9842                 }
9843                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9844                 {
9845                         layertexrgbscale = 2;
9846                         VectorScale(layer->color, 0.5f, layercolor);
9847                 }
9848                 else
9849                 {
9850                         layertexrgbscale = 1;
9851                         VectorScale(layer->color, 1.0f, layercolor);
9852                 }
9853                 layercolor[3] = layer->color[3];
9854                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9855                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9856                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9857                 switch (layer->type)
9858                 {
9859                 case TEXTURELAYERTYPE_LITTEXTURE:
9860                         // single-pass lightmapped texture with 2x rgbscale
9861                         R_Mesh_TexBind(0, r_texture_white);
9862                         R_Mesh_TexMatrix(0, NULL);
9863                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9864                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9865                         R_Mesh_TexBind(1, layer->texture);
9866                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9867                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9868                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9869                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9870                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9871                         else if (FAKELIGHT_ENABLED)
9872                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9873                         else if (rsurface.uselightmaptexture)
9874                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9875                         else
9876                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9877                         break;
9878                 case TEXTURELAYERTYPE_TEXTURE:
9879                         // singletexture unlit texture with transparency support
9880                         R_Mesh_TexBind(0, layer->texture);
9881                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9882                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9883                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9884                         R_Mesh_TexBind(1, 0);
9885                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9886                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9887                         break;
9888                 case TEXTURELAYERTYPE_FOG:
9889                         // singletexture fogging
9890                         if (layer->texture)
9891                         {
9892                                 R_Mesh_TexBind(0, layer->texture);
9893                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9894                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9895                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9896                         }
9897                         else
9898                         {
9899                                 R_Mesh_TexBind(0, 0);
9900                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9901                         }
9902                         R_Mesh_TexBind(1, 0);
9903                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9904                         // generate a color array for the fog pass
9905                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9906                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9907                         RSurf_DrawBatch();
9908                         break;
9909                 default:
9910                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9911                 }
9912         }
9913         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9914         {
9915                 GL_DepthFunc(GL_LEQUAL);
9916                 GL_AlphaTest(false);
9917         }
9918 }
9919
9920 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9921 {
9922         // OpenGL 1.1 - crusty old voodoo path
9923         qboolean applyfog;
9924         int layerindex;
9925         const texturelayer_t *layer;
9926         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);
9927         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9928
9929         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9930         {
9931                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9932                 {
9933                         if (layerindex == 0)
9934                                 GL_AlphaTest(true);
9935                         else
9936                         {
9937                                 GL_AlphaTest(false);
9938                                 GL_DepthFunc(GL_EQUAL);
9939                         }
9940                 }
9941                 GL_DepthMask(layer->depthmask && writedepth);
9942                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9943                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9944                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9945                 switch (layer->type)
9946                 {
9947                 case TEXTURELAYERTYPE_LITTEXTURE:
9948                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9949                         {
9950                                 // two-pass lit texture with 2x rgbscale
9951                                 // first the lightmap pass
9952                                 R_Mesh_TexBind(0, r_texture_white);
9953                                 R_Mesh_TexMatrix(0, NULL);
9954                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9955                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9956                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9957                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9958                                 else if (FAKELIGHT_ENABLED)
9959                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9960                                 else if (rsurface.uselightmaptexture)
9961                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9962                                 else
9963                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9964                                 // then apply the texture to it
9965                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9966                                 R_Mesh_TexBind(0, layer->texture);
9967                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9968                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9969                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9970                                 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);
9971                         }
9972                         else
9973                         {
9974                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9975                                 R_Mesh_TexBind(0, layer->texture);
9976                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9977                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9978                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9979                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9980                                         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);
9981                                 else
9982                                         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);
9983                         }
9984                         break;
9985                 case TEXTURELAYERTYPE_TEXTURE:
9986                         // singletexture unlit texture with transparency support
9987                         R_Mesh_TexBind(0, layer->texture);
9988                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9989                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9990                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9991                         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);
9992                         break;
9993                 case TEXTURELAYERTYPE_FOG:
9994                         // singletexture fogging
9995                         if (layer->texture)
9996                         {
9997                                 R_Mesh_TexBind(0, layer->texture);
9998                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9999                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10000                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10001                         }
10002                         else
10003                         {
10004                                 R_Mesh_TexBind(0, 0);
10005                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10006                         }
10007                         // generate a color array for the fog pass
10008                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10009                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10010                         RSurf_DrawBatch();
10011                         break;
10012                 default:
10013                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10014                 }
10015         }
10016         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10017         {
10018                 GL_DepthFunc(GL_LEQUAL);
10019                 GL_AlphaTest(false);
10020         }
10021 }
10022
10023 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10024 {
10025         int vi;
10026         int j;
10027         r_vertexgeneric_t *batchvertex;
10028         float c[4];
10029
10030 //      R_Mesh_ResetTextureState();
10031         R_SetupShader_Generic_NoTexture(false, false);
10032
10033         if(rsurface.texture && rsurface.texture->currentskinframe)
10034         {
10035                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10036                 c[3] *= rsurface.texture->currentalpha;
10037         }
10038         else
10039         {
10040                 c[0] = 1;
10041                 c[1] = 0;
10042                 c[2] = 1;
10043                 c[3] = 1;
10044         }
10045
10046         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10047         {
10048                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10049                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10050                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10051         }
10052
10053         // brighten it up (as texture value 127 means "unlit")
10054         c[0] *= 2 * r_refdef.view.colorscale;
10055         c[1] *= 2 * r_refdef.view.colorscale;
10056         c[2] *= 2 * r_refdef.view.colorscale;
10057
10058         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10059                 c[3] *= r_wateralpha.value;
10060
10061         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10062         {
10063                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10064                 GL_DepthMask(false);
10065         }
10066         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10067         {
10068                 GL_BlendFunc(GL_ONE, GL_ONE);
10069                 GL_DepthMask(false);
10070         }
10071         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10072         {
10073                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10074                 GL_DepthMask(false);
10075         }
10076         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10077         {
10078                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10079                 GL_DepthMask(false);
10080         }
10081         else
10082         {
10083                 GL_BlendFunc(GL_ONE, GL_ZERO);
10084                 GL_DepthMask(writedepth);
10085         }
10086
10087         if (r_showsurfaces.integer == 3)
10088         {
10089                 rsurface.passcolor4f = NULL;
10090
10091                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10092                 {
10093                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10094
10095                         rsurface.passcolor4f = NULL;
10096                         rsurface.passcolor4f_vertexbuffer = 0;
10097                         rsurface.passcolor4f_bufferoffset = 0;
10098                 }
10099                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10100                 {
10101                         qboolean applycolor = true;
10102                         float one = 1.0;
10103
10104                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10105
10106                         r_refdef.lightmapintensity = 1;
10107                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10108                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10109                 }
10110                 else if (FAKELIGHT_ENABLED)
10111                 {
10112                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10113
10114                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10115                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10116                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10117                 }
10118                 else
10119                 {
10120                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10121
10122                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10123                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10124                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10125                 }
10126
10127                 if(!rsurface.passcolor4f)
10128                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10129
10130                 RSurf_DrawBatch_GL11_ApplyAmbient();
10131                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10132                 if(r_refdef.fogenabled)
10133                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10134                 RSurf_DrawBatch_GL11_ClampColor();
10135
10136                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10137                 R_SetupShader_Generic_NoTexture(false, false);
10138                 RSurf_DrawBatch();
10139         }
10140         else if (!r_refdef.view.showdebug)
10141         {
10142                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10143                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10144                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10145                 {
10146                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10147                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10148                 }
10149                 R_Mesh_PrepareVertices_Generic_Unlock();
10150                 RSurf_DrawBatch();
10151         }
10152         else if (r_showsurfaces.integer == 4)
10153         {
10154                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10155                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10156                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10157                 {
10158                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10159                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10160                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10161                 }
10162                 R_Mesh_PrepareVertices_Generic_Unlock();
10163                 RSurf_DrawBatch();
10164         }
10165         else if (r_showsurfaces.integer == 2)
10166         {
10167                 const int *e;
10168                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10169                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10170                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10171                 {
10172                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10173                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10174                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10175                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10176                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10177                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10178                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10179                 }
10180                 R_Mesh_PrepareVertices_Generic_Unlock();
10181                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10182         }
10183         else
10184         {
10185                 int texturesurfaceindex;
10186                 int k;
10187                 const msurface_t *surface;
10188                 float surfacecolor4f[4];
10189                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10190                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10191                 vi = 0;
10192                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10193                 {
10194                         surface = texturesurfacelist[texturesurfaceindex];
10195                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10196                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10197                         for (j = 0;j < surface->num_vertices;j++)
10198                         {
10199                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10200                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10201                                 vi++;
10202                         }
10203                 }
10204                 R_Mesh_PrepareVertices_Generic_Unlock();
10205                 RSurf_DrawBatch();
10206         }
10207 }
10208
10209 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10210 {
10211         CHECKGLERROR
10212         RSurf_SetupDepthAndCulling();
10213         if (r_showsurfaces.integer)
10214         {
10215                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10216                 return;
10217         }
10218         switch (vid.renderpath)
10219         {
10220         case RENDERPATH_GL20:
10221         case RENDERPATH_D3D9:
10222         case RENDERPATH_D3D10:
10223         case RENDERPATH_D3D11:
10224         case RENDERPATH_SOFT:
10225         case RENDERPATH_GLES2:
10226                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10227                 break;
10228         case RENDERPATH_GL13:
10229         case RENDERPATH_GLES1:
10230                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10231                 break;
10232         case RENDERPATH_GL11:
10233                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10234                 break;
10235         }
10236         CHECKGLERROR
10237 }
10238
10239 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10240 {
10241         CHECKGLERROR
10242         RSurf_SetupDepthAndCulling();
10243         if (r_showsurfaces.integer)
10244         {
10245                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10246                 return;
10247         }
10248         switch (vid.renderpath)
10249         {
10250         case RENDERPATH_GL20:
10251         case RENDERPATH_D3D9:
10252         case RENDERPATH_D3D10:
10253         case RENDERPATH_D3D11:
10254         case RENDERPATH_SOFT:
10255         case RENDERPATH_GLES2:
10256                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10257                 break;
10258         case RENDERPATH_GL13:
10259         case RENDERPATH_GLES1:
10260                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10261                 break;
10262         case RENDERPATH_GL11:
10263                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10264                 break;
10265         }
10266         CHECKGLERROR
10267 }
10268
10269 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10270 {
10271         int i, j;
10272         int texturenumsurfaces, endsurface;
10273         texture_t *texture;
10274         const msurface_t *surface;
10275         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10276
10277         // if the model is static it doesn't matter what value we give for
10278         // wantnormals and wanttangents, so this logic uses only rules applicable
10279         // to a model, knowing that they are meaningless otherwise
10280         if (ent == r_refdef.scene.worldentity)
10281                 RSurf_ActiveWorldEntity();
10282         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10283                 RSurf_ActiveModelEntity(ent, false, false, false);
10284         else
10285         {
10286                 switch (vid.renderpath)
10287                 {
10288                 case RENDERPATH_GL20:
10289                 case RENDERPATH_D3D9:
10290                 case RENDERPATH_D3D10:
10291                 case RENDERPATH_D3D11:
10292                 case RENDERPATH_SOFT:
10293                 case RENDERPATH_GLES2:
10294                         RSurf_ActiveModelEntity(ent, true, true, false);
10295                         break;
10296                 case RENDERPATH_GL11:
10297                 case RENDERPATH_GL13:
10298                 case RENDERPATH_GLES1:
10299                         RSurf_ActiveModelEntity(ent, true, false, false);
10300                         break;
10301                 }
10302         }
10303
10304         if (r_transparentdepthmasking.integer)
10305         {
10306                 qboolean setup = false;
10307                 for (i = 0;i < numsurfaces;i = j)
10308                 {
10309                         j = i + 1;
10310                         surface = rsurface.modelsurfaces + surfacelist[i];
10311                         texture = surface->texture;
10312                         rsurface.texture = R_GetCurrentTexture(texture);
10313                         rsurface.lightmaptexture = NULL;
10314                         rsurface.deluxemaptexture = NULL;
10315                         rsurface.uselightmaptexture = false;
10316                         // scan ahead until we find a different texture
10317                         endsurface = min(i + 1024, numsurfaces);
10318                         texturenumsurfaces = 0;
10319                         texturesurfacelist[texturenumsurfaces++] = surface;
10320                         for (;j < endsurface;j++)
10321                         {
10322                                 surface = rsurface.modelsurfaces + surfacelist[j];
10323                                 if (texture != surface->texture)
10324                                         break;
10325                                 texturesurfacelist[texturenumsurfaces++] = surface;
10326                         }
10327                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10328                                 continue;
10329                         // render the range of surfaces as depth
10330                         if (!setup)
10331                         {
10332                                 setup = true;
10333                                 GL_ColorMask(0,0,0,0);
10334                                 GL_Color(1,1,1,1);
10335                                 GL_DepthTest(true);
10336                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10337                                 GL_DepthMask(true);
10338 //                              R_Mesh_ResetTextureState();
10339                                 R_SetupShader_DepthOrShadow(false, false);
10340                         }
10341                         RSurf_SetupDepthAndCulling();
10342                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10343                         if (rsurface.batchvertex3fbuffer)
10344                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10345                         else
10346                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10347                         RSurf_DrawBatch();
10348                 }
10349                 if (setup)
10350                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10351         }
10352
10353         for (i = 0;i < numsurfaces;i = j)
10354         {
10355                 j = i + 1;
10356                 surface = rsurface.modelsurfaces + surfacelist[i];
10357                 texture = surface->texture;
10358                 rsurface.texture = R_GetCurrentTexture(texture);
10359                 // scan ahead until we find a different texture
10360                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10361                 texturenumsurfaces = 0;
10362                 texturesurfacelist[texturenumsurfaces++] = surface;
10363                 if(FAKELIGHT_ENABLED)
10364                 {
10365                         rsurface.lightmaptexture = NULL;
10366                         rsurface.deluxemaptexture = NULL;
10367                         rsurface.uselightmaptexture = false;
10368                         for (;j < endsurface;j++)
10369                         {
10370                                 surface = rsurface.modelsurfaces + surfacelist[j];
10371                                 if (texture != surface->texture)
10372                                         break;
10373                                 texturesurfacelist[texturenumsurfaces++] = surface;
10374                         }
10375                 }
10376                 else
10377                 {
10378                         rsurface.lightmaptexture = surface->lightmaptexture;
10379                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10380                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10381                         for (;j < endsurface;j++)
10382                         {
10383                                 surface = rsurface.modelsurfaces + surfacelist[j];
10384                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10385                                         break;
10386                                 texturesurfacelist[texturenumsurfaces++] = surface;
10387                         }
10388                 }
10389                 // render the range of surfaces
10390                 if (ent == r_refdef.scene.worldentity)
10391                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10392                 else
10393                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10394         }
10395         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10396 }
10397
10398 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10399 {
10400         // transparent surfaces get pushed off into the transparent queue
10401         int surfacelistindex;
10402         const msurface_t *surface;
10403         vec3_t tempcenter, center;
10404         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10405         {
10406                 surface = texturesurfacelist[surfacelistindex];
10407                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10408                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10409                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10410                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10411                 if (queueentity->transparent_offset) // transparent offset
10412                 {
10413                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10414                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10415                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10416                 }
10417                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10418         }
10419 }
10420
10421 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10422 {
10423         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10424                 return;
10425         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10426                 return;
10427         RSurf_SetupDepthAndCulling();
10428         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10429         if (rsurface.batchvertex3fbuffer)
10430                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10431         else
10432                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10433         RSurf_DrawBatch();
10434 }
10435
10436 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10437 {
10438         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10439         CHECKGLERROR
10440         if (depthonly)
10441                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10442         else if (prepass)
10443         {
10444                 if (!rsurface.texture->currentnumlayers)
10445                         return;
10446                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10447                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10448                 else
10449                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10450         }
10451         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10452                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10453         else if (!rsurface.texture->currentnumlayers)
10454                 return;
10455         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10456         {
10457                 // in the deferred case, transparent surfaces were queued during prepass
10458                 if (!r_shadow_usingdeferredprepass)
10459                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10460         }
10461         else
10462         {
10463                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10464                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10465         }
10466         CHECKGLERROR
10467 }
10468
10469 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10470 {
10471         int i, j;
10472         texture_t *texture;
10473         R_FrameData_SetMark();
10474         // break the surface list down into batches by texture and use of lightmapping
10475         for (i = 0;i < numsurfaces;i = j)
10476         {
10477                 j = i + 1;
10478                 // texture is the base texture pointer, rsurface.texture is the
10479                 // current frame/skin the texture is directing us to use (for example
10480                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10481                 // use skin 1 instead)
10482                 texture = surfacelist[i]->texture;
10483                 rsurface.texture = R_GetCurrentTexture(texture);
10484                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10485                 {
10486                         // if this texture is not the kind we want, skip ahead to the next one
10487                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10488                                 ;
10489                         continue;
10490                 }
10491                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10492                 {
10493                         rsurface.lightmaptexture = NULL;
10494                         rsurface.deluxemaptexture = NULL;
10495                         rsurface.uselightmaptexture = false;
10496                         // simply scan ahead until we find a different texture or lightmap state
10497                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10498                                 ;
10499                 }
10500                 else
10501                 {
10502                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10503                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10504                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10505                         // simply scan ahead until we find a different texture or lightmap state
10506                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10507                                 ;
10508                 }
10509                 // render the range of surfaces
10510                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10511         }
10512         R_FrameData_ReturnToMark();
10513 }
10514
10515 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10516 {
10517         CHECKGLERROR
10518         if (depthonly)
10519                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10520         else if (prepass)
10521         {
10522                 if (!rsurface.texture->currentnumlayers)
10523                         return;
10524                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10525                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10526                 else
10527                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10528         }
10529         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10530                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10531         else if (!rsurface.texture->currentnumlayers)
10532                 return;
10533         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10534         {
10535                 // in the deferred case, transparent surfaces were queued during prepass
10536                 if (!r_shadow_usingdeferredprepass)
10537                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10538         }
10539         else
10540         {
10541                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10542                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10543         }
10544         CHECKGLERROR
10545 }
10546
10547 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10548 {
10549         int i, j;
10550         texture_t *texture;
10551         R_FrameData_SetMark();
10552         // break the surface list down into batches by texture and use of lightmapping
10553         for (i = 0;i < numsurfaces;i = j)
10554         {
10555                 j = i + 1;
10556                 // texture is the base texture pointer, rsurface.texture is the
10557                 // current frame/skin the texture is directing us to use (for example
10558                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10559                 // use skin 1 instead)
10560                 texture = surfacelist[i]->texture;
10561                 rsurface.texture = R_GetCurrentTexture(texture);
10562                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10563                 {
10564                         // if this texture is not the kind we want, skip ahead to the next one
10565                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10566                                 ;
10567                         continue;
10568                 }
10569                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10570                 {
10571                         rsurface.lightmaptexture = NULL;
10572                         rsurface.deluxemaptexture = NULL;
10573                         rsurface.uselightmaptexture = false;
10574                         // simply scan ahead until we find a different texture or lightmap state
10575                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10576                                 ;
10577                 }
10578                 else
10579                 {
10580                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10581                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10582                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10583                         // simply scan ahead until we find a different texture or lightmap state
10584                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10585                                 ;
10586                 }
10587                 // render the range of surfaces
10588                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10589         }
10590         R_FrameData_ReturnToMark();
10591 }
10592
10593 float locboxvertex3f[6*4*3] =
10594 {
10595         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10596         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10597         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10598         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10599         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10600         1,0,0, 0,0,0, 0,1,0, 1,1,0
10601 };
10602
10603 unsigned short locboxelements[6*2*3] =
10604 {
10605          0, 1, 2, 0, 2, 3,
10606          4, 5, 6, 4, 6, 7,
10607          8, 9,10, 8,10,11,
10608         12,13,14, 12,14,15,
10609         16,17,18, 16,18,19,
10610         20,21,22, 20,22,23
10611 };
10612
10613 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10614 {
10615         int i, j;
10616         cl_locnode_t *loc = (cl_locnode_t *)ent;
10617         vec3_t mins, size;
10618         float vertex3f[6*4*3];
10619         CHECKGLERROR
10620         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10621         GL_DepthMask(false);
10622         GL_DepthRange(0, 1);
10623         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10624         GL_DepthTest(true);
10625         GL_CullFace(GL_NONE);
10626         R_EntityMatrix(&identitymatrix);
10627
10628 //      R_Mesh_ResetTextureState();
10629
10630         i = surfacelist[0];
10631         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10632                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10633                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10634                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10635
10636         if (VectorCompare(loc->mins, loc->maxs))
10637         {
10638                 VectorSet(size, 2, 2, 2);
10639                 VectorMA(loc->mins, -0.5f, size, mins);
10640         }
10641         else
10642         {
10643                 VectorCopy(loc->mins, mins);
10644                 VectorSubtract(loc->maxs, loc->mins, size);
10645         }
10646
10647         for (i = 0;i < 6*4*3;)
10648                 for (j = 0;j < 3;j++, i++)
10649                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10650
10651         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10652         R_SetupShader_Generic_NoTexture(false, false);
10653         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10654 }
10655
10656 void R_DrawLocs(void)
10657 {
10658         int index;
10659         cl_locnode_t *loc, *nearestloc;
10660         vec3_t center;
10661         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10662         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10663         {
10664                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10665                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10666         }
10667 }
10668
10669 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10670 {
10671         if (decalsystem->decals)
10672                 Mem_Free(decalsystem->decals);
10673         memset(decalsystem, 0, sizeof(*decalsystem));
10674 }
10675
10676 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)
10677 {
10678         tridecal_t *decal;
10679         tridecal_t *decals;
10680         int i;
10681
10682         // expand or initialize the system
10683         if (decalsystem->maxdecals <= decalsystem->numdecals)
10684         {
10685                 decalsystem_t old = *decalsystem;
10686                 qboolean useshortelements;
10687                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10688                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10689                 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)));
10690                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10691                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10692                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10693                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10694                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10695                 if (decalsystem->numdecals)
10696                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10697                 if (old.decals)
10698                         Mem_Free(old.decals);
10699                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10700                         decalsystem->element3i[i] = i;
10701                 if (useshortelements)
10702                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10703                                 decalsystem->element3s[i] = i;
10704         }
10705
10706         // grab a decal and search for another free slot for the next one
10707         decals = decalsystem->decals;
10708         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10709         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10710                 ;
10711         decalsystem->freedecal = i;
10712         if (decalsystem->numdecals <= i)
10713                 decalsystem->numdecals = i + 1;
10714
10715         // initialize the decal
10716         decal->lived = 0;
10717         decal->triangleindex = triangleindex;
10718         decal->surfaceindex = surfaceindex;
10719         decal->decalsequence = decalsequence;
10720         decal->color4f[0][0] = c0[0];
10721         decal->color4f[0][1] = c0[1];
10722         decal->color4f[0][2] = c0[2];
10723         decal->color4f[0][3] = 1;
10724         decal->color4f[1][0] = c1[0];
10725         decal->color4f[1][1] = c1[1];
10726         decal->color4f[1][2] = c1[2];
10727         decal->color4f[1][3] = 1;
10728         decal->color4f[2][0] = c2[0];
10729         decal->color4f[2][1] = c2[1];
10730         decal->color4f[2][2] = c2[2];
10731         decal->color4f[2][3] = 1;
10732         decal->vertex3f[0][0] = v0[0];
10733         decal->vertex3f[0][1] = v0[1];
10734         decal->vertex3f[0][2] = v0[2];
10735         decal->vertex3f[1][0] = v1[0];
10736         decal->vertex3f[1][1] = v1[1];
10737         decal->vertex3f[1][2] = v1[2];
10738         decal->vertex3f[2][0] = v2[0];
10739         decal->vertex3f[2][1] = v2[1];
10740         decal->vertex3f[2][2] = v2[2];
10741         decal->texcoord2f[0][0] = t0[0];
10742         decal->texcoord2f[0][1] = t0[1];
10743         decal->texcoord2f[1][0] = t1[0];
10744         decal->texcoord2f[1][1] = t1[1];
10745         decal->texcoord2f[2][0] = t2[0];
10746         decal->texcoord2f[2][1] = t2[1];
10747         TriangleNormal(v0, v1, v2, decal->plane);
10748         VectorNormalize(decal->plane);
10749         decal->plane[3] = DotProduct(v0, decal->plane);
10750 }
10751
10752 extern cvar_t cl_decals_bias;
10753 extern cvar_t cl_decals_models;
10754 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10755 // baseparms, parms, temps
10756 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)
10757 {
10758         int cornerindex;
10759         int index;
10760         float v[9][3];
10761         const float *vertex3f;
10762         const float *normal3f;
10763         int numpoints;
10764         float points[2][9][3];
10765         float temp[3];
10766         float tc[9][2];
10767         float f;
10768         float c[9][4];
10769         const int *e;
10770
10771         e = rsurface.modelelement3i + 3*triangleindex;
10772
10773         vertex3f = rsurface.modelvertex3f;
10774         normal3f = rsurface.modelnormal3f;
10775
10776         if (normal3f)
10777         {
10778                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10779                 {
10780                         index = 3*e[cornerindex];
10781                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10782                 }
10783         }
10784         else
10785         {
10786                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10787                 {
10788                         index = 3*e[cornerindex];
10789                         VectorCopy(vertex3f + index, v[cornerindex]);
10790                 }
10791         }
10792
10793         // cull backfaces
10794         //TriangleNormal(v[0], v[1], v[2], normal);
10795         //if (DotProduct(normal, localnormal) < 0.0f)
10796         //      continue;
10797         // clip by each of the box planes formed from the projection matrix
10798         // if anything survives, we emit the decal
10799         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]);
10800         if (numpoints < 3)
10801                 return;
10802         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]);
10803         if (numpoints < 3)
10804                 return;
10805         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]);
10806         if (numpoints < 3)
10807                 return;
10808         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]);
10809         if (numpoints < 3)
10810                 return;
10811         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]);
10812         if (numpoints < 3)
10813                 return;
10814         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]);
10815         if (numpoints < 3)
10816                 return;
10817         // some part of the triangle survived, so we have to accept it...
10818         if (dynamic)
10819         {
10820                 // dynamic always uses the original triangle
10821                 numpoints = 3;
10822                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10823                 {
10824                         index = 3*e[cornerindex];
10825                         VectorCopy(vertex3f + index, v[cornerindex]);
10826                 }
10827         }
10828         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10829         {
10830                 // convert vertex positions to texcoords
10831                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10832                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10833                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10834                 // calculate distance fade from the projection origin
10835                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10836                 f = bound(0.0f, f, 1.0f);
10837                 c[cornerindex][0] = r * f;
10838                 c[cornerindex][1] = g * f;
10839                 c[cornerindex][2] = b * f;
10840                 c[cornerindex][3] = 1.0f;
10841                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10842         }
10843         if (dynamic)
10844                 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);
10845         else
10846                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10847                         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);
10848 }
10849 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)
10850 {
10851         matrix4x4_t projection;
10852         decalsystem_t *decalsystem;
10853         qboolean dynamic;
10854         dp_model_t *model;
10855         const msurface_t *surface;
10856         const msurface_t *surfaces;
10857         const int *surfacelist;
10858         const texture_t *texture;
10859         int numtriangles;
10860         int numsurfacelist;
10861         int surfacelistindex;
10862         int surfaceindex;
10863         int triangleindex;
10864         float localorigin[3];
10865         float localnormal[3];
10866         float localmins[3];
10867         float localmaxs[3];
10868         float localsize;
10869         //float normal[3];
10870         float planes[6][4];
10871         float angles[3];
10872         bih_t *bih;
10873         int bih_triangles_count;
10874         int bih_triangles[256];
10875         int bih_surfaces[256];
10876
10877         decalsystem = &ent->decalsystem;
10878         model = ent->model;
10879         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10880         {
10881                 R_DecalSystem_Reset(&ent->decalsystem);
10882                 return;
10883         }
10884
10885         if (!model->brush.data_leafs && !cl_decals_models.integer)
10886         {
10887                 if (decalsystem->model)
10888                         R_DecalSystem_Reset(decalsystem);
10889                 return;
10890         }
10891
10892         if (decalsystem->model != model)
10893                 R_DecalSystem_Reset(decalsystem);
10894         decalsystem->model = model;
10895
10896         RSurf_ActiveModelEntity(ent, true, false, false);
10897
10898         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10899         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10900         VectorNormalize(localnormal);
10901         localsize = worldsize*rsurface.inversematrixscale;
10902         localmins[0] = localorigin[0] - localsize;
10903         localmins[1] = localorigin[1] - localsize;
10904         localmins[2] = localorigin[2] - localsize;
10905         localmaxs[0] = localorigin[0] + localsize;
10906         localmaxs[1] = localorigin[1] + localsize;
10907         localmaxs[2] = localorigin[2] + localsize;
10908
10909         //VectorCopy(localnormal, planes[4]);
10910         //VectorVectors(planes[4], planes[2], planes[0]);
10911         AnglesFromVectors(angles, localnormal, NULL, false);
10912         AngleVectors(angles, planes[0], planes[2], planes[4]);
10913         VectorNegate(planes[0], planes[1]);
10914         VectorNegate(planes[2], planes[3]);
10915         VectorNegate(planes[4], planes[5]);
10916         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10917         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10918         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10919         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10920         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10921         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10922
10923 #if 1
10924 // works
10925 {
10926         matrix4x4_t forwardprojection;
10927         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10928         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10929 }
10930 #else
10931 // broken
10932 {
10933         float projectionvector[4][3];
10934         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10935         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10936         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10937         projectionvector[0][0] = planes[0][0] * ilocalsize;
10938         projectionvector[0][1] = planes[1][0] * ilocalsize;
10939         projectionvector[0][2] = planes[2][0] * ilocalsize;
10940         projectionvector[1][0] = planes[0][1] * ilocalsize;
10941         projectionvector[1][1] = planes[1][1] * ilocalsize;
10942         projectionvector[1][2] = planes[2][1] * ilocalsize;
10943         projectionvector[2][0] = planes[0][2] * ilocalsize;
10944         projectionvector[2][1] = planes[1][2] * ilocalsize;
10945         projectionvector[2][2] = planes[2][2] * ilocalsize;
10946         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10947         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10948         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10949         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10950 }
10951 #endif
10952
10953         dynamic = model->surfmesh.isanimated;
10954         numsurfacelist = model->nummodelsurfaces;
10955         surfacelist = model->sortedmodelsurfaces;
10956         surfaces = model->data_surfaces;
10957
10958         bih = NULL;
10959         bih_triangles_count = -1;
10960         if(!dynamic)
10961         {
10962                 if(model->render_bih.numleafs)
10963                         bih = &model->render_bih;
10964                 else if(model->collision_bih.numleafs)
10965                         bih = &model->collision_bih;
10966         }
10967         if(bih)
10968                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10969         if(bih_triangles_count == 0)
10970                 return;
10971         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10972                 return;
10973         if(bih_triangles_count > 0)
10974         {
10975                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10976                 {
10977                         surfaceindex = bih_surfaces[triangleindex];
10978                         surface = surfaces + surfaceindex;
10979                         texture = surface->texture;
10980                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10981                                 continue;
10982                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10983                                 continue;
10984                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10985                 }
10986         }
10987         else
10988         {
10989                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10990                 {
10991                         surfaceindex = surfacelist[surfacelistindex];
10992                         surface = surfaces + surfaceindex;
10993                         // check cull box first because it rejects more than any other check
10994                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10995                                 continue;
10996                         // skip transparent surfaces
10997                         texture = surface->texture;
10998                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10999                                 continue;
11000                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11001                                 continue;
11002                         numtriangles = surface->num_triangles;
11003                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11004                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11005                 }
11006         }
11007 }
11008
11009 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11010 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)
11011 {
11012         int renderentityindex;
11013         float worldmins[3];
11014         float worldmaxs[3];
11015         entity_render_t *ent;
11016
11017         if (!cl_decals_newsystem.integer)
11018                 return;
11019
11020         worldmins[0] = worldorigin[0] - worldsize;
11021         worldmins[1] = worldorigin[1] - worldsize;
11022         worldmins[2] = worldorigin[2] - worldsize;
11023         worldmaxs[0] = worldorigin[0] + worldsize;
11024         worldmaxs[1] = worldorigin[1] + worldsize;
11025         worldmaxs[2] = worldorigin[2] + worldsize;
11026
11027         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11028
11029         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11030         {
11031                 ent = r_refdef.scene.entities[renderentityindex];
11032                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11033                         continue;
11034
11035                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11036         }
11037 }
11038
11039 typedef struct r_decalsystem_splatqueue_s
11040 {
11041         vec3_t worldorigin;
11042         vec3_t worldnormal;
11043         float color[4];
11044         float tcrange[4];
11045         float worldsize;
11046         int decalsequence;
11047 }
11048 r_decalsystem_splatqueue_t;
11049
11050 int r_decalsystem_numqueued = 0;
11051 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11052
11053 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)
11054 {
11055         r_decalsystem_splatqueue_t *queue;
11056
11057         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11058                 return;
11059
11060         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11061         VectorCopy(worldorigin, queue->worldorigin);
11062         VectorCopy(worldnormal, queue->worldnormal);
11063         Vector4Set(queue->color, r, g, b, a);
11064         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11065         queue->worldsize = worldsize;
11066         queue->decalsequence = cl.decalsequence++;
11067 }
11068
11069 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11070 {
11071         int i;
11072         r_decalsystem_splatqueue_t *queue;
11073
11074         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11075                 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);
11076         r_decalsystem_numqueued = 0;
11077 }
11078
11079 extern cvar_t cl_decals_max;
11080 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11081 {
11082         int i;
11083         decalsystem_t *decalsystem = &ent->decalsystem;
11084         int numdecals;
11085         int killsequence;
11086         tridecal_t *decal;
11087         float frametime;
11088         float lifetime;
11089
11090         if (!decalsystem->numdecals)
11091                 return;
11092
11093         if (r_showsurfaces.integer)
11094                 return;
11095
11096         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11097         {
11098                 R_DecalSystem_Reset(decalsystem);
11099                 return;
11100         }
11101
11102         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11103         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11104
11105         if (decalsystem->lastupdatetime)
11106                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11107         else
11108                 frametime = 0;
11109         decalsystem->lastupdatetime = r_refdef.scene.time;
11110         decal = decalsystem->decals;
11111         numdecals = decalsystem->numdecals;
11112
11113         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11114         {
11115                 if (decal->color4f[0][3])
11116                 {
11117                         decal->lived += frametime;
11118                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11119                         {
11120                                 memset(decal, 0, sizeof(*decal));
11121                                 if (decalsystem->freedecal > i)
11122                                         decalsystem->freedecal = i;
11123                         }
11124                 }
11125         }
11126         decal = decalsystem->decals;
11127         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11128                 numdecals--;
11129
11130         // collapse the array by shuffling the tail decals into the gaps
11131         for (;;)
11132         {
11133                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11134                         decalsystem->freedecal++;
11135                 if (decalsystem->freedecal == numdecals)
11136                         break;
11137                 decal[decalsystem->freedecal] = decal[--numdecals];
11138         }
11139
11140         decalsystem->numdecals = numdecals;
11141
11142         if (numdecals <= 0)
11143         {
11144                 // if there are no decals left, reset decalsystem
11145                 R_DecalSystem_Reset(decalsystem);
11146         }
11147 }
11148
11149 extern skinframe_t *decalskinframe;
11150 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11151 {
11152         int i;
11153         decalsystem_t *decalsystem = &ent->decalsystem;
11154         int numdecals;
11155         tridecal_t *decal;
11156         float faderate;
11157         float alpha;
11158         float *v3f;
11159         float *c4f;
11160         float *t2f;
11161         const int *e;
11162         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11163         int numtris = 0;
11164
11165         numdecals = decalsystem->numdecals;
11166         if (!numdecals)
11167                 return;
11168
11169         if (r_showsurfaces.integer)
11170                 return;
11171
11172         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11173         {
11174                 R_DecalSystem_Reset(decalsystem);
11175                 return;
11176         }
11177
11178         // if the model is static it doesn't matter what value we give for
11179         // wantnormals and wanttangents, so this logic uses only rules applicable
11180         // to a model, knowing that they are meaningless otherwise
11181         if (ent == r_refdef.scene.worldentity)
11182                 RSurf_ActiveWorldEntity();
11183         else
11184                 RSurf_ActiveModelEntity(ent, false, false, false);
11185
11186         decalsystem->lastupdatetime = r_refdef.scene.time;
11187         decal = decalsystem->decals;
11188
11189         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11190
11191         // update vertex positions for animated models
11192         v3f = decalsystem->vertex3f;
11193         c4f = decalsystem->color4f;
11194         t2f = decalsystem->texcoord2f;
11195         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11196         {
11197                 if (!decal->color4f[0][3])
11198                         continue;
11199
11200                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11201                         continue;
11202
11203                 // skip backfaces
11204                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11205                         continue;
11206
11207                 // update color values for fading decals
11208                 if (decal->lived >= cl_decals_time.value)
11209                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11210                 else
11211                         alpha = 1.0f;
11212
11213                 c4f[ 0] = decal->color4f[0][0] * alpha;
11214                 c4f[ 1] = decal->color4f[0][1] * alpha;
11215                 c4f[ 2] = decal->color4f[0][2] * alpha;
11216                 c4f[ 3] = 1;
11217                 c4f[ 4] = decal->color4f[1][0] * alpha;
11218                 c4f[ 5] = decal->color4f[1][1] * alpha;
11219                 c4f[ 6] = decal->color4f[1][2] * alpha;
11220                 c4f[ 7] = 1;
11221                 c4f[ 8] = decal->color4f[2][0] * alpha;
11222                 c4f[ 9] = decal->color4f[2][1] * alpha;
11223                 c4f[10] = decal->color4f[2][2] * alpha;
11224                 c4f[11] = 1;
11225
11226                 t2f[0] = decal->texcoord2f[0][0];
11227                 t2f[1] = decal->texcoord2f[0][1];
11228                 t2f[2] = decal->texcoord2f[1][0];
11229                 t2f[3] = decal->texcoord2f[1][1];
11230                 t2f[4] = decal->texcoord2f[2][0];
11231                 t2f[5] = decal->texcoord2f[2][1];
11232
11233                 // update vertex positions for animated models
11234                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11235                 {
11236                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11237                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11238                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11239                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11240                 }
11241                 else
11242                 {
11243                         VectorCopy(decal->vertex3f[0], v3f);
11244                         VectorCopy(decal->vertex3f[1], v3f + 3);
11245                         VectorCopy(decal->vertex3f[2], v3f + 6);
11246                 }
11247
11248                 if (r_refdef.fogenabled)
11249                 {
11250                         alpha = RSurf_FogVertex(v3f);
11251                         VectorScale(c4f, alpha, c4f);
11252                         alpha = RSurf_FogVertex(v3f + 3);
11253                         VectorScale(c4f + 4, alpha, c4f + 4);
11254                         alpha = RSurf_FogVertex(v3f + 6);
11255                         VectorScale(c4f + 8, alpha, c4f + 8);
11256                 }
11257
11258                 v3f += 9;
11259                 c4f += 12;
11260                 t2f += 6;
11261                 numtris++;
11262         }
11263
11264         if (numtris > 0)
11265         {
11266                 r_refdef.stats.drawndecals += numtris;
11267
11268                 // now render the decals all at once
11269                 // (this assumes they all use one particle font texture!)
11270                 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);
11271 //              R_Mesh_ResetTextureState();
11272                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11273                 GL_DepthMask(false);
11274                 GL_DepthRange(0, 1);
11275                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11276                 GL_DepthTest(true);
11277                 GL_CullFace(GL_NONE);
11278                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11279                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11280                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11281         }
11282 }
11283
11284 static void R_DrawModelDecals(void)
11285 {
11286         int i, numdecals;
11287
11288         // fade faster when there are too many decals
11289         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11290         for (i = 0;i < r_refdef.scene.numentities;i++)
11291                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11292
11293         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11294         for (i = 0;i < r_refdef.scene.numentities;i++)
11295                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11296                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11297
11298         R_DecalSystem_ApplySplatEntitiesQueue();
11299
11300         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11301         for (i = 0;i < r_refdef.scene.numentities;i++)
11302                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11303
11304         r_refdef.stats.totaldecals += numdecals;
11305
11306         if (r_showsurfaces.integer)
11307                 return;
11308
11309         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11310
11311         for (i = 0;i < r_refdef.scene.numentities;i++)
11312         {
11313                 if (!r_refdef.viewcache.entityvisible[i])
11314                         continue;
11315                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11316                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11317         }
11318 }
11319
11320 extern cvar_t mod_collision_bih;
11321 static void R_DrawDebugModel(void)
11322 {
11323         entity_render_t *ent = rsurface.entity;
11324         int i, j, k, l, flagsmask;
11325         const msurface_t *surface;
11326         dp_model_t *model = ent->model;
11327         vec3_t v;
11328
11329         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11330                 return;
11331
11332         if (r_showoverdraw.value > 0)
11333         {
11334                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11335                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11336                 R_SetupShader_Generic_NoTexture(false, false);
11337                 GL_DepthTest(false);
11338                 GL_DepthMask(false);
11339                 GL_DepthRange(0, 1);
11340                 GL_BlendFunc(GL_ONE, GL_ONE);
11341                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11342                 {
11343                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11344                                 continue;
11345                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11346                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11347                         {
11348                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11349                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11350                                 if (!rsurface.texture->currentlayers->depthmask)
11351                                         GL_Color(c, 0, 0, 1.0f);
11352                                 else if (ent == r_refdef.scene.worldentity)
11353                                         GL_Color(c, c, c, 1.0f);
11354                                 else
11355                                         GL_Color(0, c, 0, 1.0f);
11356                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11357                                 RSurf_DrawBatch();
11358                         }
11359                 }
11360                 rsurface.texture = NULL;
11361         }
11362
11363         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11364
11365 //      R_Mesh_ResetTextureState();
11366         R_SetupShader_Generic_NoTexture(false, false);
11367         GL_DepthRange(0, 1);
11368         GL_DepthTest(!r_showdisabledepthtest.integer);
11369         GL_DepthMask(false);
11370         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11371
11372         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11373         {
11374                 int triangleindex;
11375                 int bihleafindex;
11376                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11377                 const q3mbrush_t *brush;
11378                 const bih_t *bih = &model->collision_bih;
11379                 const bih_leaf_t *bihleaf;
11380                 float vertex3f[3][3];
11381                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11382                 cullbox = false;
11383                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11384                 {
11385                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11386                                 continue;
11387                         switch (bihleaf->type)
11388                         {
11389                         case BIH_BRUSH:
11390                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11391                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11392                                 {
11393                                         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);
11394                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11395                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11396                                 }
11397                                 break;
11398                         case BIH_COLLISIONTRIANGLE:
11399                                 triangleindex = bihleaf->itemindex;
11400                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11401                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11402                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11403                                 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);
11404                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11405                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11406                                 break;
11407                         case BIH_RENDERTRIANGLE:
11408                                 triangleindex = bihleaf->itemindex;
11409                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11410                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11411                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11412                                 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);
11413                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11414                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11415                                 break;
11416                         }
11417                 }
11418         }
11419
11420         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11421
11422 #ifndef USE_GLES2
11423         if (r_showtris.integer && qglPolygonMode)
11424         {
11425                 if (r_showdisabledepthtest.integer)
11426                 {
11427                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11428                         GL_DepthMask(false);
11429                 }
11430                 else
11431                 {
11432                         GL_BlendFunc(GL_ONE, GL_ZERO);
11433                         GL_DepthMask(true);
11434                 }
11435                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11436                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11437                 {
11438                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11439                                 continue;
11440                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11441                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11442                         {
11443                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11444                                 if (!rsurface.texture->currentlayers->depthmask)
11445                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11446                                 else if (ent == r_refdef.scene.worldentity)
11447                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11448                                 else
11449                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11450                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11451                                 RSurf_DrawBatch();
11452                         }
11453                 }
11454                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11455                 rsurface.texture = NULL;
11456         }
11457
11458         if (r_shownormals.value != 0 && qglBegin)
11459         {
11460                 if (r_showdisabledepthtest.integer)
11461                 {
11462                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11463                         GL_DepthMask(false);
11464                 }
11465                 else
11466                 {
11467                         GL_BlendFunc(GL_ONE, GL_ZERO);
11468                         GL_DepthMask(true);
11469                 }
11470                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11471                 {
11472                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11473                                 continue;
11474                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11475                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11476                         {
11477                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11478                                 qglBegin(GL_LINES);
11479                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11480                                 {
11481                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11482                                         {
11483                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11484                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11485                                                 qglVertex3f(v[0], v[1], v[2]);
11486                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11487                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11488                                                 qglVertex3f(v[0], v[1], v[2]);
11489                                         }
11490                                 }
11491                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11492                                 {
11493                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11494                                         {
11495                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11496                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11497                                                 qglVertex3f(v[0], v[1], v[2]);
11498                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11499                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11500                                                 qglVertex3f(v[0], v[1], v[2]);
11501                                         }
11502                                 }
11503                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11504                                 {
11505                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11506                                         {
11507                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11508                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11509                                                 qglVertex3f(v[0], v[1], v[2]);
11510                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11511                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11512                                                 qglVertex3f(v[0], v[1], v[2]);
11513                                         }
11514                                 }
11515                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11516                                 {
11517                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11518                                         {
11519                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11520                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11521                                                 qglVertex3f(v[0], v[1], v[2]);
11522                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11523                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11524                                                 qglVertex3f(v[0], v[1], v[2]);
11525                                         }
11526                                 }
11527                                 qglEnd();
11528                                 CHECKGLERROR
11529                         }
11530                 }
11531                 rsurface.texture = NULL;
11532         }
11533 #endif
11534 }
11535
11536 int r_maxsurfacelist = 0;
11537 const msurface_t **r_surfacelist = NULL;
11538 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11539 {
11540         int i, j, endj, flagsmask;
11541         dp_model_t *model = r_refdef.scene.worldmodel;
11542         msurface_t *surfaces;
11543         unsigned char *update;
11544         int numsurfacelist = 0;
11545         if (model == NULL)
11546                 return;
11547
11548         if (r_maxsurfacelist < model->num_surfaces)
11549         {
11550                 r_maxsurfacelist = model->num_surfaces;
11551                 if (r_surfacelist)
11552                         Mem_Free((msurface_t**)r_surfacelist);
11553                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11554         }
11555
11556         RSurf_ActiveWorldEntity();
11557
11558         surfaces = model->data_surfaces;
11559         update = model->brushq1.lightmapupdateflags;
11560
11561         // update light styles on this submodel
11562         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11563         {
11564                 model_brush_lightstyleinfo_t *style;
11565                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11566                 {
11567                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11568                         {
11569                                 int *list = style->surfacelist;
11570                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11571                                 for (j = 0;j < style->numsurfaces;j++)
11572                                         update[list[j]] = true;
11573                         }
11574                 }
11575         }
11576
11577         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11578
11579         if (debug)
11580         {
11581                 R_DrawDebugModel();
11582                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11583                 return;
11584         }
11585
11586         rsurface.lightmaptexture = NULL;
11587         rsurface.deluxemaptexture = NULL;
11588         rsurface.uselightmaptexture = false;
11589         rsurface.texture = NULL;
11590         rsurface.rtlight = NULL;
11591         numsurfacelist = 0;
11592         // add visible surfaces to draw list
11593         for (i = 0;i < model->nummodelsurfaces;i++)
11594         {
11595                 j = model->sortedmodelsurfaces[i];
11596                 if (r_refdef.viewcache.world_surfacevisible[j])
11597                         r_surfacelist[numsurfacelist++] = surfaces + j;
11598         }
11599         // update lightmaps if needed
11600         if (model->brushq1.firstrender)
11601         {
11602                 model->brushq1.firstrender = false;
11603                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11604                         if (update[j])
11605                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11606         }
11607         else if (update)
11608         {
11609                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11610                         if (r_refdef.viewcache.world_surfacevisible[j])
11611                                 if (update[j])
11612                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11613         }
11614         // don't do anything if there were no surfaces
11615         if (!numsurfacelist)
11616         {
11617                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11618                 return;
11619         }
11620         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11621
11622         // add to stats if desired
11623         if (r_speeds.integer && !skysurfaces && !depthonly)
11624         {
11625                 r_refdef.stats.world_surfaces += numsurfacelist;
11626                 for (j = 0;j < numsurfacelist;j++)
11627                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11628         }
11629
11630         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11631 }
11632
11633 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11634 {
11635         int i, j, endj, flagsmask;
11636         dp_model_t *model = ent->model;
11637         msurface_t *surfaces;
11638         unsigned char *update;
11639         int numsurfacelist = 0;
11640         if (model == NULL)
11641                 return;
11642
11643         if (r_maxsurfacelist < model->num_surfaces)
11644         {
11645                 r_maxsurfacelist = model->num_surfaces;
11646                 if (r_surfacelist)
11647                         Mem_Free((msurface_t **)r_surfacelist);
11648                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11649         }
11650
11651         // if the model is static it doesn't matter what value we give for
11652         // wantnormals and wanttangents, so this logic uses only rules applicable
11653         // to a model, knowing that they are meaningless otherwise
11654         if (ent == r_refdef.scene.worldentity)
11655                 RSurf_ActiveWorldEntity();
11656         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11657                 RSurf_ActiveModelEntity(ent, false, false, false);
11658         else if (prepass)
11659                 RSurf_ActiveModelEntity(ent, true, true, true);
11660         else if (depthonly)
11661         {
11662                 switch (vid.renderpath)
11663                 {
11664                 case RENDERPATH_GL20:
11665                 case RENDERPATH_D3D9:
11666                 case RENDERPATH_D3D10:
11667                 case RENDERPATH_D3D11:
11668                 case RENDERPATH_SOFT:
11669                 case RENDERPATH_GLES2:
11670                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11671                         break;
11672                 case RENDERPATH_GL11:
11673                 case RENDERPATH_GL13:
11674                 case RENDERPATH_GLES1:
11675                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11676                         break;
11677                 }
11678         }
11679         else
11680         {
11681                 switch (vid.renderpath)
11682                 {
11683                 case RENDERPATH_GL20:
11684                 case RENDERPATH_D3D9:
11685                 case RENDERPATH_D3D10:
11686                 case RENDERPATH_D3D11:
11687                 case RENDERPATH_SOFT:
11688                 case RENDERPATH_GLES2:
11689                         RSurf_ActiveModelEntity(ent, true, true, false);
11690                         break;
11691                 case RENDERPATH_GL11:
11692                 case RENDERPATH_GL13:
11693                 case RENDERPATH_GLES1:
11694                         RSurf_ActiveModelEntity(ent, true, false, false);
11695                         break;
11696                 }
11697         }
11698
11699         surfaces = model->data_surfaces;
11700         update = model->brushq1.lightmapupdateflags;
11701
11702         // update light styles
11703         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11704         {
11705                 model_brush_lightstyleinfo_t *style;
11706                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11707                 {
11708                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11709                         {
11710                                 int *list = style->surfacelist;
11711                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11712                                 for (j = 0;j < style->numsurfaces;j++)
11713                                         update[list[j]] = true;
11714                         }
11715                 }
11716         }
11717
11718         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11719
11720         if (debug)
11721         {
11722                 R_DrawDebugModel();
11723                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11724                 return;
11725         }
11726
11727         rsurface.lightmaptexture = NULL;
11728         rsurface.deluxemaptexture = NULL;
11729         rsurface.uselightmaptexture = false;
11730         rsurface.texture = NULL;
11731         rsurface.rtlight = NULL;
11732         numsurfacelist = 0;
11733         // add visible surfaces to draw list
11734         for (i = 0;i < model->nummodelsurfaces;i++)
11735                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11736         // don't do anything if there were no surfaces
11737         if (!numsurfacelist)
11738         {
11739                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11740                 return;
11741         }
11742         // update lightmaps if needed
11743         if (update)
11744         {
11745                 int updated = 0;
11746                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11747                 {
11748                         if (update[j])
11749                         {
11750                                 updated++;
11751                                 R_BuildLightMap(ent, surfaces + j);
11752                         }
11753                 }
11754         }
11755         if (update)
11756                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11757                         if (update[j])
11758                                 R_BuildLightMap(ent, surfaces + j);
11759         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11760
11761         // add to stats if desired
11762         if (r_speeds.integer && !skysurfaces && !depthonly)
11763         {
11764                 r_refdef.stats.entities_surfaces += numsurfacelist;
11765                 for (j = 0;j < numsurfacelist;j++)
11766                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11767         }
11768
11769         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11770 }
11771
11772 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11773 {
11774         static texture_t texture;
11775         static msurface_t surface;
11776         const msurface_t *surfacelist = &surface;
11777
11778         // fake enough texture and surface state to render this geometry
11779
11780         texture.update_lastrenderframe = -1; // regenerate this texture
11781         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11782         texture.currentskinframe = skinframe;
11783         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11784         texture.offsetmapping = OFFSETMAPPING_OFF;
11785         texture.offsetscale = 1;
11786         texture.specularscalemod = 1;
11787         texture.specularpowermod = 1;
11788
11789         surface.texture = &texture;
11790         surface.num_triangles = numtriangles;
11791         surface.num_firsttriangle = firsttriangle;
11792         surface.num_vertices = numvertices;
11793         surface.num_firstvertex = firstvertex;
11794
11795         // now render it
11796         rsurface.texture = R_GetCurrentTexture(surface.texture);
11797         rsurface.lightmaptexture = NULL;
11798         rsurface.deluxemaptexture = NULL;
11799         rsurface.uselightmaptexture = false;
11800         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11801 }
11802
11803 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)
11804 {
11805         static msurface_t surface;
11806         const msurface_t *surfacelist = &surface;
11807
11808         // fake enough texture and surface state to render this geometry
11809         surface.texture = texture;
11810         surface.num_triangles = numtriangles;
11811         surface.num_firsttriangle = firsttriangle;
11812         surface.num_vertices = numvertices;
11813         surface.num_firstvertex = firstvertex;
11814
11815         // now render it
11816         rsurface.texture = R_GetCurrentTexture(surface.texture);
11817         rsurface.lightmaptexture = NULL;
11818         rsurface.deluxemaptexture = NULL;
11819         rsurface.uselightmaptexture = false;
11820         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11821 }