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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
158
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
187
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
192
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
195 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
196 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
197 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
198 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
199 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
200
201 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
202 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
211
212 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
213
214 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
215
216 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217
218 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219
220 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
221 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
222
223 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
224
225 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
226
227 extern cvar_t v_glslgamma;
228 extern cvar_t v_glslgamma_2d;
229
230 extern qboolean v_flipped_state;
231
232 r_framebufferstate_t r_fb;
233
234 /// shadow volume bsp struct with automatically growing nodes buffer
235 svbsp_t r_svbsp;
236
237 rtexture_t *r_texture_blanknormalmap;
238 rtexture_t *r_texture_white;
239 rtexture_t *r_texture_grey128;
240 rtexture_t *r_texture_black;
241 rtexture_t *r_texture_notexture;
242 rtexture_t *r_texture_whitecube;
243 rtexture_t *r_texture_normalizationcube;
244 rtexture_t *r_texture_fogattenuation;
245 rtexture_t *r_texture_fogheighttexture;
246 rtexture_t *r_texture_gammaramps;
247 unsigned int r_texture_gammaramps_serial;
248 //rtexture_t *r_texture_fogintensity;
249 rtexture_t *r_texture_reflectcube;
250
251 // TODO: hash lookups?
252 typedef struct cubemapinfo_s
253 {
254         char basename[64];
255         rtexture_t *texture;
256 }
257 cubemapinfo_t;
258
259 int r_texture_numcubemaps;
260 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
261
262 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
263 unsigned int r_numqueries;
264 unsigned int r_maxqueries;
265
266 typedef struct r_qwskincache_s
267 {
268         char name[MAX_QPATH];
269         skinframe_t *skinframe;
270 }
271 r_qwskincache_t;
272
273 static r_qwskincache_t *r_qwskincache;
274 static int r_qwskincache_size;
275
276 /// vertex coordinates for a quad that covers the screen exactly
277 extern const float r_screenvertex3f[12];
278 extern const float r_d3dscreenvertex3f[12];
279 const float r_screenvertex3f[12] =
280 {
281         0, 0, 0,
282         1, 0, 0,
283         1, 1, 0,
284         0, 1, 0
285 };
286 const float r_d3dscreenvertex3f[12] =
287 {
288         0, 1, 0,
289         1, 1, 0,
290         1, 0, 0,
291         0, 0, 0
292 };
293
294 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
295 {
296         int i;
297         for (i = 0;i < verts;i++)
298         {
299                 out[0] = in[0] * r;
300                 out[1] = in[1] * g;
301                 out[2] = in[2] * b;
302                 out[3] = in[3];
303                 in += 4;
304                 out += 4;
305         }
306 }
307
308 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
309 {
310         int i;
311         for (i = 0;i < verts;i++)
312         {
313                 out[0] = r;
314                 out[1] = g;
315                 out[2] = b;
316                 out[3] = a;
317                 out += 4;
318         }
319 }
320
321 // FIXME: move this to client?
322 void FOG_clear(void)
323 {
324         if (gamemode == GAME_NEHAHRA)
325         {
326                 Cvar_Set("gl_fogenable", "0");
327                 Cvar_Set("gl_fogdensity", "0.2");
328                 Cvar_Set("gl_fogred", "0.3");
329                 Cvar_Set("gl_foggreen", "0.3");
330                 Cvar_Set("gl_fogblue", "0.3");
331         }
332         r_refdef.fog_density = 0;
333         r_refdef.fog_red = 0;
334         r_refdef.fog_green = 0;
335         r_refdef.fog_blue = 0;
336         r_refdef.fog_alpha = 1;
337         r_refdef.fog_start = 0;
338         r_refdef.fog_end = 16384;
339         r_refdef.fog_height = 1<<30;
340         r_refdef.fog_fadedepth = 128;
341         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
342 }
343
344 static void R_BuildBlankTextures(void)
345 {
346         unsigned char data[4];
347         data[2] = 128; // normal X
348         data[1] = 128; // normal Y
349         data[0] = 255; // normal Z
350         data[3] = 255; // height
351         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352         data[0] = 255;
353         data[1] = 255;
354         data[2] = 255;
355         data[3] = 255;
356         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357         data[0] = 128;
358         data[1] = 128;
359         data[2] = 128;
360         data[3] = 255;
361         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362         data[0] = 0;
363         data[1] = 0;
364         data[2] = 0;
365         data[3] = 255;
366         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 }
368
369 static void R_BuildNoTexture(void)
370 {
371         int x, y;
372         unsigned char pix[16][16][4];
373         // this makes a light grey/dark grey checkerboard texture
374         for (y = 0;y < 16;y++)
375         {
376                 for (x = 0;x < 16;x++)
377                 {
378                         if ((y < 8) ^ (x < 8))
379                         {
380                                 pix[y][x][0] = 128;
381                                 pix[y][x][1] = 128;
382                                 pix[y][x][2] = 128;
383                                 pix[y][x][3] = 255;
384                         }
385                         else
386                         {
387                                 pix[y][x][0] = 64;
388                                 pix[y][x][1] = 64;
389                                 pix[y][x][2] = 64;
390                                 pix[y][x][3] = 255;
391                         }
392                 }
393         }
394         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
395 }
396
397 static void R_BuildWhiteCube(void)
398 {
399         unsigned char data[6*1*1*4];
400         memset(data, 255, sizeof(data));
401         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
402 }
403
404 static void R_BuildNormalizationCube(void)
405 {
406         int x, y, side;
407         vec3_t v;
408         vec_t s, t, intensity;
409 #define NORMSIZE 64
410         unsigned char *data;
411         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
412         for (side = 0;side < 6;side++)
413         {
414                 for (y = 0;y < NORMSIZE;y++)
415                 {
416                         for (x = 0;x < NORMSIZE;x++)
417                         {
418                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
419                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420                                 switch(side)
421                                 {
422                                 default:
423                                 case 0:
424                                         v[0] = 1;
425                                         v[1] = -t;
426                                         v[2] = -s;
427                                         break;
428                                 case 1:
429                                         v[0] = -1;
430                                         v[1] = -t;
431                                         v[2] = s;
432                                         break;
433                                 case 2:
434                                         v[0] = s;
435                                         v[1] = 1;
436                                         v[2] = t;
437                                         break;
438                                 case 3:
439                                         v[0] = s;
440                                         v[1] = -1;
441                                         v[2] = -t;
442                                         break;
443                                 case 4:
444                                         v[0] = s;
445                                         v[1] = -t;
446                                         v[2] = 1;
447                                         break;
448                                 case 5:
449                                         v[0] = -s;
450                                         v[1] = -t;
451                                         v[2] = -1;
452                                         break;
453                                 }
454                                 intensity = 127.0f / sqrt(DotProduct(v, v));
455                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
456                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
457                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
458                                 data[((side*64+y)*64+x)*4+3] = 255;
459                         }
460                 }
461         }
462         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
463         Mem_Free(data);
464 }
465
466 static void R_BuildFogTexture(void)
467 {
468         int x, b;
469 #define FOGWIDTH 256
470         unsigned char data1[FOGWIDTH][4];
471         //unsigned char data2[FOGWIDTH][4];
472         double d, r, alpha;
473
474         r_refdef.fogmasktable_start = r_refdef.fog_start;
475         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
476         r_refdef.fogmasktable_range = r_refdef.fogrange;
477         r_refdef.fogmasktable_density = r_refdef.fog_density;
478
479         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
480         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
481         {
482                 d = (x * r - r_refdef.fogmasktable_start);
483                 if(developer_extra.integer)
484                         Con_DPrintf("%f ", d);
485                 d = max(0, d);
486                 if (r_fog_exp2.integer)
487                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
488                 else
489                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
490                 if(developer_extra.integer)
491                         Con_DPrintf(" : %f ", alpha);
492                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
493                 if(developer_extra.integer)
494                         Con_DPrintf(" = %f\n", alpha);
495                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
496         }
497
498         for (x = 0;x < FOGWIDTH;x++)
499         {
500                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
501                 data1[x][0] = b;
502                 data1[x][1] = b;
503                 data1[x][2] = b;
504                 data1[x][3] = 255;
505                 //data2[x][0] = 255 - b;
506                 //data2[x][1] = 255 - b;
507                 //data2[x][2] = 255 - b;
508                 //data2[x][3] = 255;
509         }
510         if (r_texture_fogattenuation)
511         {
512                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
513                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514         }
515         else
516         {
517                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
518                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
519         }
520 }
521
522 static void R_BuildFogHeightTexture(void)
523 {
524         unsigned char *inpixels;
525         int size;
526         int x;
527         int y;
528         int j;
529         float c[4];
530         float f;
531         inpixels = NULL;
532         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
533         if (r_refdef.fogheighttexturename[0])
534                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
535         if (!inpixels)
536         {
537                 r_refdef.fog_height_tablesize = 0;
538                 if (r_texture_fogheighttexture)
539                         R_FreeTexture(r_texture_fogheighttexture);
540                 r_texture_fogheighttexture = NULL;
541                 if (r_refdef.fog_height_table2d)
542                         Mem_Free(r_refdef.fog_height_table2d);
543                 r_refdef.fog_height_table2d = NULL;
544                 if (r_refdef.fog_height_table1d)
545                         Mem_Free(r_refdef.fog_height_table1d);
546                 r_refdef.fog_height_table1d = NULL;
547                 return;
548         }
549         size = image_width;
550         r_refdef.fog_height_tablesize = size;
551         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
552         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
553         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
554         Mem_Free(inpixels);
555         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
556         // average fog color table accounting for every fog layer between a point
557         // and the camera.  (Note: attenuation is handled separately!)
558         for (y = 0;y < size;y++)
559         {
560                 for (x = 0;x < size;x++)
561                 {
562                         Vector4Clear(c);
563                         f = 0;
564                         if (x < y)
565                         {
566                                 for (j = x;j <= y;j++)
567                                 {
568                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
569                                         f++;
570                                 }
571                         }
572                         else
573                         {
574                                 for (j = x;j >= y;j--)
575                                 {
576                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
577                                         f++;
578                                 }
579                         }
580                         f = 1.0f / f;
581                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
582                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
583                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
584                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
585                 }
586         }
587         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
588 }
589
590 //=======================================================================================================================================================
591
592 static const char *builtinshaderstring =
593 #include "shader_glsl.h"
594 ;
595
596 const char *builtinhlslshaderstring =
597 #include "shader_hlsl.h"
598 ;
599
600 char *glslshaderstring = NULL;
601 char *hlslshaderstring = NULL;
602
603 //=======================================================================================================================================================
604
605 typedef struct shaderpermutationinfo_s
606 {
607         const char *pretext;
608         const char *name;
609 }
610 shaderpermutationinfo_t;
611
612 typedef struct shadermodeinfo_s
613 {
614         const char *vertexfilename;
615         const char *geometryfilename;
616         const char *fragmentfilename;
617         const char *pretext;
618         const char *name;
619 }
620 shadermodeinfo_t;
621
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
624 {
625         {"#define USEDIFFUSE\n", " diffuse"},
626         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627         {"#define USEVIEWTINT\n", " viewtint"},
628         {"#define USECOLORMAPPING\n", " colormapping"},
629         {"#define USESATURATION\n", " saturation"},
630         {"#define USEFOGINSIDE\n", " foginside"},
631         {"#define USEFOGOUTSIDE\n", " fogoutside"},
632         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634         {"#define USEGAMMARAMPS\n", " gammaramps"},
635         {"#define USECUBEFILTER\n", " cubefilter"},
636         {"#define USEGLOW\n", " glow"},
637         {"#define USEBLOOM\n", " bloom"},
638         {"#define USESPECULAR\n", " specular"},
639         {"#define USEPOSTPROCESSING\n", " postprocessing"},
640         {"#define USEREFLECTION\n", " reflection"},
641         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
645         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
646         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
647         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
648         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
649         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
650         {"#define USEALPHAKILL\n", " alphakill"},
651         {"#define USEREFLECTCUBE\n", " reflectcube"},
652         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
653         {"#define USEBOUNCEGRID\n", " bouncegrid"},
654         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
655         {"#define USETRIPPY\n", " trippy"},
656 };
657
658 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
659 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
660 {
661         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
662         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
663         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
664         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
667         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
679 };
680
681 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
682 {
683         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
684         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
685         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
701 };
702
703 struct r_glsl_permutation_s;
704 typedef struct r_glsl_permutation_s
705 {
706         /// hash lookup data
707         struct r_glsl_permutation_s *hashnext;
708         unsigned int mode;
709         unsigned int permutation;
710
711         /// indicates if we have tried compiling this permutation already
712         qboolean compiled;
713         /// 0 if compilation failed
714         int program;
715         // texture units assigned to each detected uniform
716         int tex_Texture_First;
717         int tex_Texture_Second;
718         int tex_Texture_GammaRamps;
719         int tex_Texture_Normal;
720         int tex_Texture_Color;
721         int tex_Texture_Gloss;
722         int tex_Texture_Glow;
723         int tex_Texture_SecondaryNormal;
724         int tex_Texture_SecondaryColor;
725         int tex_Texture_SecondaryGloss;
726         int tex_Texture_SecondaryGlow;
727         int tex_Texture_Pants;
728         int tex_Texture_Shirt;
729         int tex_Texture_FogHeightTexture;
730         int tex_Texture_FogMask;
731         int tex_Texture_Lightmap;
732         int tex_Texture_Deluxemap;
733         int tex_Texture_Attenuation;
734         int tex_Texture_Cube;
735         int tex_Texture_Refraction;
736         int tex_Texture_Reflection;
737         int tex_Texture_ShadowMap2D;
738         int tex_Texture_CubeProjection;
739         int tex_Texture_ScreenDepth;
740         int tex_Texture_ScreenNormalMap;
741         int tex_Texture_ScreenDiffuse;
742         int tex_Texture_ScreenSpecular;
743         int tex_Texture_ReflectMask;
744         int tex_Texture_ReflectCube;
745         int tex_Texture_BounceGrid;
746         /// locations of detected uniforms in program object, or -1 if not found
747         int loc_Texture_First;
748         int loc_Texture_Second;
749         int loc_Texture_GammaRamps;
750         int loc_Texture_Normal;
751         int loc_Texture_Color;
752         int loc_Texture_Gloss;
753         int loc_Texture_Glow;
754         int loc_Texture_SecondaryNormal;
755         int loc_Texture_SecondaryColor;
756         int loc_Texture_SecondaryGloss;
757         int loc_Texture_SecondaryGlow;
758         int loc_Texture_Pants;
759         int loc_Texture_Shirt;
760         int loc_Texture_FogHeightTexture;
761         int loc_Texture_FogMask;
762         int loc_Texture_Lightmap;
763         int loc_Texture_Deluxemap;
764         int loc_Texture_Attenuation;
765         int loc_Texture_Cube;
766         int loc_Texture_Refraction;
767         int loc_Texture_Reflection;
768         int loc_Texture_ShadowMap2D;
769         int loc_Texture_CubeProjection;
770         int loc_Texture_ScreenDepth;
771         int loc_Texture_ScreenNormalMap;
772         int loc_Texture_ScreenDiffuse;
773         int loc_Texture_ScreenSpecular;
774         int loc_Texture_ReflectMask;
775         int loc_Texture_ReflectCube;
776         int loc_Texture_BounceGrid;
777         int loc_Alpha;
778         int loc_BloomBlur_Parameters;
779         int loc_ClientTime;
780         int loc_Color_Ambient;
781         int loc_Color_Diffuse;
782         int loc_Color_Specular;
783         int loc_Color_Glow;
784         int loc_Color_Pants;
785         int loc_Color_Shirt;
786         int loc_DeferredColor_Ambient;
787         int loc_DeferredColor_Diffuse;
788         int loc_DeferredColor_Specular;
789         int loc_DeferredMod_Diffuse;
790         int loc_DeferredMod_Specular;
791         int loc_DistortScaleRefractReflect;
792         int loc_EyePosition;
793         int loc_FogColor;
794         int loc_FogHeightFade;
795         int loc_FogPlane;
796         int loc_FogPlaneViewDist;
797         int loc_FogRangeRecip;
798         int loc_LightColor;
799         int loc_LightDir;
800         int loc_LightPosition;
801         int loc_OffsetMapping_ScaleSteps;
802         int loc_OffsetMapping_LodDistance;
803         int loc_OffsetMapping_Bias;
804         int loc_PixelSize;
805         int loc_ReflectColor;
806         int loc_ReflectFactor;
807         int loc_ReflectOffset;
808         int loc_RefractColor;
809         int loc_Saturation;
810         int loc_ScreenCenterRefractReflect;
811         int loc_ScreenScaleRefractReflect;
812         int loc_ScreenToDepth;
813         int loc_ShadowMap_Parameters;
814         int loc_ShadowMap_TextureScale;
815         int loc_SpecularPower;
816         int loc_UserVec1;
817         int loc_UserVec2;
818         int loc_UserVec3;
819         int loc_UserVec4;
820         int loc_ViewTintColor;
821         int loc_ViewToLight;
822         int loc_ModelToLight;
823         int loc_TexMatrix;
824         int loc_BackgroundTexMatrix;
825         int loc_ModelViewProjectionMatrix;
826         int loc_ModelViewMatrix;
827         int loc_PixelToScreenTexCoord;
828         int loc_ModelToReflectCube;
829         int loc_ShadowMapMatrix;
830         int loc_BloomColorSubtract;
831         int loc_NormalmapScrollBlend;
832         int loc_BounceGridMatrix;
833         int loc_BounceGridIntensity;
834 }
835 r_glsl_permutation_t;
836
837 #define SHADERPERMUTATION_HASHSIZE 256
838
839
840 // non-degradable "lightweight" shader parameters to keep the permutations simpler
841 // these can NOT degrade! only use for simple stuff
842 enum
843 {
844         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
845         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
846         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
847         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
848         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
849         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
850         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
851         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
852 };
853 #define SHADERSTATICPARMS_COUNT 8
854
855 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
856 static int shaderstaticparms_count = 0;
857
858 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
859 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
860 qboolean R_CompileShader_CheckStaticParms(void)
861 {
862         static int r_compileshader_staticparms_save[1];
863         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
864         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
865
866         // detect all
867         if (r_glsl_saturation_redcompensate.integer)
868                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
869         if (r_glsl_vertextextureblend_usebothalphas.integer)
870                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
871         if (r_shadow_glossexact.integer)
872                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
873         if (r_glsl_postprocess.integer)
874         {
875                 if (r_glsl_postprocess_uservec1_enable.integer)
876                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
877                 if (r_glsl_postprocess_uservec2_enable.integer)
878                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
879                 if (r_glsl_postprocess_uservec3_enable.integer)
880                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
881                 if (r_glsl_postprocess_uservec4_enable.integer)
882                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
883         }
884         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
886         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
887 }
888
889 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
890         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
891                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
892         else \
893                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
894 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
895 {
896         shaderstaticparms_count = 0;
897
898         // emit all
899         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
900         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
901         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
902         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
903         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
904         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
905         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
906         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
907 }
908
909 /// information about each possible shader permutation
910 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
911 /// currently selected permutation
912 r_glsl_permutation_t *r_glsl_permutation;
913 /// storage for permutations linked in the hash table
914 memexpandablearray_t r_glsl_permutationarray;
915
916 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
917 {
918         //unsigned int hashdepth = 0;
919         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
920         r_glsl_permutation_t *p;
921         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
922         {
923                 if (p->mode == mode && p->permutation == permutation)
924                 {
925                         //if (hashdepth > 10)
926                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
927                         return p;
928                 }
929                 //hashdepth++;
930         }
931         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
932         p->mode = mode;
933         p->permutation = permutation;
934         p->hashnext = r_glsl_permutationhash[mode][hashindex];
935         r_glsl_permutationhash[mode][hashindex] = p;
936         //if (hashdepth > 10)
937         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
938         return p;
939 }
940
941 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
942 {
943         char *shaderstring;
944         if (!filename || !filename[0])
945                 return NULL;
946         if (!strcmp(filename, "glsl/default.glsl"))
947         {
948                 if (!glslshaderstring)
949                 {
950                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
951                         if (glslshaderstring)
952                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
953                         else
954                                 glslshaderstring = (char *)builtinshaderstring;
955                 }
956                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
957                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
958                 return shaderstring;
959         }
960         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
961         if (shaderstring)
962         {
963                 if (printfromdisknotice)
964                         Con_DPrintf("from disk %s... ", filename);
965                 return shaderstring;
966         }
967         return shaderstring;
968 }
969
970 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
971 {
972         int i;
973         int sampler;
974         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
975         char *vertexstring, *geometrystring, *fragmentstring;
976         char permutationname[256];
977         int vertstrings_count = 0;
978         int geomstrings_count = 0;
979         int fragstrings_count = 0;
980         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
981         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983
984         if (p->compiled)
985                 return;
986         p->compiled = true;
987         p->program = 0;
988
989         permutationname[0] = 0;
990         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
991         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
992         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
993
994         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
995
996         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
997         if(vid.support.gl20shaders130)
998         {
999                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1000                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1001                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1002                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1003                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1004                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1005         }
1006
1007         // the first pretext is which type of shader to compile as
1008         // (later these will all be bound together as a program object)
1009         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1010         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1011         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1012
1013         // the second pretext is the mode (for example a light source)
1014         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1015         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1016         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1017         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1018
1019         // now add all the permutation pretexts
1020         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1021         {
1022                 if (permutation & (1<<i))
1023                 {
1024                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1025                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1026                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1027                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1028                 }
1029                 else
1030                 {
1031                         // keep line numbers correct
1032                         vertstrings_list[vertstrings_count++] = "\n";
1033                         geomstrings_list[geomstrings_count++] = "\n";
1034                         fragstrings_list[fragstrings_count++] = "\n";
1035                 }
1036         }
1037
1038         // add static parms
1039         R_CompileShader_AddStaticParms(mode, permutation);
1040         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1041         vertstrings_count += shaderstaticparms_count;
1042         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1043         geomstrings_count += shaderstaticparms_count;
1044         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1045         fragstrings_count += shaderstaticparms_count;
1046
1047         // now append the shader text itself
1048         vertstrings_list[vertstrings_count++] = vertexstring;
1049         geomstrings_list[geomstrings_count++] = geometrystring;
1050         fragstrings_list[fragstrings_count++] = fragmentstring;
1051
1052         // if any sources were NULL, clear the respective list
1053         if (!vertexstring)
1054                 vertstrings_count = 0;
1055         if (!geometrystring)
1056                 geomstrings_count = 0;
1057         if (!fragmentstring)
1058                 fragstrings_count = 0;
1059
1060         // compile the shader program
1061         if (vertstrings_count + geomstrings_count + fragstrings_count)
1062                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1063         if (p->program)
1064         {
1065                 CHECKGLERROR
1066                 qglUseProgram(p->program);CHECKGLERROR
1067                 // look up all the uniform variable names we care about, so we don't
1068                 // have to look them up every time we set them
1069
1070                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1071                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1072                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1073                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1074                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1075                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1076                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1077                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1078                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1079                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1080                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1081                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1082                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1083                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1084                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1085                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1086                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1087                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1088                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1089                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1090                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1091                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1092                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1093                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1094                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1095                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1096                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1097                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1098                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1099                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1100                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1101                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1102                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1103                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1104                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1105                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1106                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1107                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1108                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1109                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1110                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1111                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1112                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1113                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1114                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1115                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1116                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1117                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1118                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1119                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1120                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1121                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1122                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1123                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1124                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1125                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1126                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1127                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1128                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1129                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1130                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1131                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1132                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1133                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1134                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1135                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1136                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1137                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1138                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1139                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1140                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1141                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1142                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1143                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1144                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1145                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1146                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1147                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1148                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1149                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1150                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1151                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1152                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1153                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1154                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1155                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1156                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1157                 // initialize the samplers to refer to the texture units we use
1158                 p->tex_Texture_First = -1;
1159                 p->tex_Texture_Second = -1;
1160                 p->tex_Texture_GammaRamps = -1;
1161                 p->tex_Texture_Normal = -1;
1162                 p->tex_Texture_Color = -1;
1163                 p->tex_Texture_Gloss = -1;
1164                 p->tex_Texture_Glow = -1;
1165                 p->tex_Texture_SecondaryNormal = -1;
1166                 p->tex_Texture_SecondaryColor = -1;
1167                 p->tex_Texture_SecondaryGloss = -1;
1168                 p->tex_Texture_SecondaryGlow = -1;
1169                 p->tex_Texture_Pants = -1;
1170                 p->tex_Texture_Shirt = -1;
1171                 p->tex_Texture_FogHeightTexture = -1;
1172                 p->tex_Texture_FogMask = -1;
1173                 p->tex_Texture_Lightmap = -1;
1174                 p->tex_Texture_Deluxemap = -1;
1175                 p->tex_Texture_Attenuation = -1;
1176                 p->tex_Texture_Cube = -1;
1177                 p->tex_Texture_Refraction = -1;
1178                 p->tex_Texture_Reflection = -1;
1179                 p->tex_Texture_ShadowMap2D = -1;
1180                 p->tex_Texture_CubeProjection = -1;
1181                 p->tex_Texture_ScreenDepth = -1;
1182                 p->tex_Texture_ScreenNormalMap = -1;
1183                 p->tex_Texture_ScreenDiffuse = -1;
1184                 p->tex_Texture_ScreenSpecular = -1;
1185                 p->tex_Texture_ReflectMask = -1;
1186                 p->tex_Texture_ReflectCube = -1;
1187                 p->tex_Texture_BounceGrid = -1;
1188                 sampler = 0;
1189                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1190                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1191                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1192                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1193                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1194                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1195                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1196                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1197                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1198                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1199                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1200                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1201                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1202                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1203                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1204                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1205                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1206                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1207                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1208                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1209                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1210                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1211                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1212                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1213                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1214                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1215                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1216                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1217                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1218                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1219                 CHECKGLERROR
1220                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1221         }
1222         else
1223                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1224
1225         // free the strings
1226         if (vertexstring)
1227                 Mem_Free(vertexstring);
1228         if (geometrystring)
1229                 Mem_Free(geometrystring);
1230         if (fragmentstring)
1231                 Mem_Free(fragmentstring);
1232 }
1233
1234 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1235 {
1236         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1237         if (r_glsl_permutation != perm)
1238         {
1239                 r_glsl_permutation = perm;
1240                 if (!r_glsl_permutation->program)
1241                 {
1242                         if (!r_glsl_permutation->compiled)
1243                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1244                         if (!r_glsl_permutation->program)
1245                         {
1246                                 // remove features until we find a valid permutation
1247                                 int i;
1248                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1249                                 {
1250                                         // reduce i more quickly whenever it would not remove any bits
1251                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1252                                         if (!(permutation & j))
1253                                                 continue;
1254                                         permutation -= j;
1255                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1256                                         if (!r_glsl_permutation->compiled)
1257                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1258                                         if (r_glsl_permutation->program)
1259                                                 break;
1260                                 }
1261                                 if (i >= SHADERPERMUTATION_COUNT)
1262                                 {
1263                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1264                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1265                                         qglUseProgram(0);CHECKGLERROR
1266                                         return; // no bit left to clear, entire mode is broken
1267                                 }
1268                         }
1269                 }
1270                 CHECKGLERROR
1271                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1272         }
1273         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1274         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1275         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1276 }
1277
1278 #ifdef SUPPORTD3D
1279
1280 #ifdef SUPPORTD3D
1281 #include <d3d9.h>
1282 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1283 extern D3DCAPS9 vid_d3d9caps;
1284 #endif
1285
1286 struct r_hlsl_permutation_s;
1287 typedef struct r_hlsl_permutation_s
1288 {
1289         /// hash lookup data
1290         struct r_hlsl_permutation_s *hashnext;
1291         unsigned int mode;
1292         unsigned int permutation;
1293
1294         /// indicates if we have tried compiling this permutation already
1295         qboolean compiled;
1296         /// NULL if compilation failed
1297         IDirect3DVertexShader9 *vertexshader;
1298         IDirect3DPixelShader9 *pixelshader;
1299 }
1300 r_hlsl_permutation_t;
1301
1302 typedef enum D3DVSREGISTER_e
1303 {
1304         D3DVSREGISTER_TexMatrix = 0, // float4x4
1305         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1306         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1307         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1308         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1309         D3DVSREGISTER_ModelToLight = 20, // float4x4
1310         D3DVSREGISTER_EyePosition = 24,
1311         D3DVSREGISTER_FogPlane = 25,
1312         D3DVSREGISTER_LightDir = 26,
1313         D3DVSREGISTER_LightPosition = 27,
1314 }
1315 D3DVSREGISTER_t;
1316
1317 typedef enum D3DPSREGISTER_e
1318 {
1319         D3DPSREGISTER_Alpha = 0,
1320         D3DPSREGISTER_BloomBlur_Parameters = 1,
1321         D3DPSREGISTER_ClientTime = 2,
1322         D3DPSREGISTER_Color_Ambient = 3,
1323         D3DPSREGISTER_Color_Diffuse = 4,
1324         D3DPSREGISTER_Color_Specular = 5,
1325         D3DPSREGISTER_Color_Glow = 6,
1326         D3DPSREGISTER_Color_Pants = 7,
1327         D3DPSREGISTER_Color_Shirt = 8,
1328         D3DPSREGISTER_DeferredColor_Ambient = 9,
1329         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1330         D3DPSREGISTER_DeferredColor_Specular = 11,
1331         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1332         D3DPSREGISTER_DeferredMod_Specular = 13,
1333         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1334         D3DPSREGISTER_EyePosition = 15, // unused
1335         D3DPSREGISTER_FogColor = 16,
1336         D3DPSREGISTER_FogHeightFade = 17,
1337         D3DPSREGISTER_FogPlane = 18,
1338         D3DPSREGISTER_FogPlaneViewDist = 19,
1339         D3DPSREGISTER_FogRangeRecip = 20,
1340         D3DPSREGISTER_LightColor = 21,
1341         D3DPSREGISTER_LightDir = 22, // unused
1342         D3DPSREGISTER_LightPosition = 23,
1343         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1344         D3DPSREGISTER_PixelSize = 25,
1345         D3DPSREGISTER_ReflectColor = 26,
1346         D3DPSREGISTER_ReflectFactor = 27,
1347         D3DPSREGISTER_ReflectOffset = 28,
1348         D3DPSREGISTER_RefractColor = 29,
1349         D3DPSREGISTER_Saturation = 30,
1350         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1351         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1352         D3DPSREGISTER_ScreenToDepth = 33,
1353         D3DPSREGISTER_ShadowMap_Parameters = 34,
1354         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1355         D3DPSREGISTER_SpecularPower = 36,
1356         D3DPSREGISTER_UserVec1 = 37,
1357         D3DPSREGISTER_UserVec2 = 38,
1358         D3DPSREGISTER_UserVec3 = 39,
1359         D3DPSREGISTER_UserVec4 = 40,
1360         D3DPSREGISTER_ViewTintColor = 41,
1361         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1362         D3DPSREGISTER_BloomColorSubtract = 43,
1363         D3DPSREGISTER_ViewToLight = 44, // float4x4
1364         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1365         D3DPSREGISTER_NormalmapScrollBlend = 52,
1366         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1367         D3DPSREGISTER_OffsetMapping_Bias = 54,
1368         // next at 54
1369 }
1370 D3DPSREGISTER_t;
1371
1372 /// information about each possible shader permutation
1373 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1374 /// currently selected permutation
1375 r_hlsl_permutation_t *r_hlsl_permutation;
1376 /// storage for permutations linked in the hash table
1377 memexpandablearray_t r_hlsl_permutationarray;
1378
1379 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1380 {
1381         //unsigned int hashdepth = 0;
1382         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1383         r_hlsl_permutation_t *p;
1384         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1385         {
1386                 if (p->mode == mode && p->permutation == permutation)
1387                 {
1388                         //if (hashdepth > 10)
1389                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1390                         return p;
1391                 }
1392                 //hashdepth++;
1393         }
1394         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1395         p->mode = mode;
1396         p->permutation = permutation;
1397         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1398         r_hlsl_permutationhash[mode][hashindex] = p;
1399         //if (hashdepth > 10)
1400         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1401         return p;
1402 }
1403
1404 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1405 {
1406         char *shaderstring;
1407         if (!filename || !filename[0])
1408                 return NULL;
1409         if (!strcmp(filename, "hlsl/default.hlsl"))
1410         {
1411                 if (!hlslshaderstring)
1412                 {
1413                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1414                         if (hlslshaderstring)
1415                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1416                         else
1417                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1418                 }
1419                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1420                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1421                 return shaderstring;
1422         }
1423         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1424         if (shaderstring)
1425         {
1426                 if (printfromdisknotice)
1427                         Con_DPrintf("from disk %s... ", filename);
1428                 return shaderstring;
1429         }
1430         return shaderstring;
1431 }
1432
1433 #include <d3dx9.h>
1434 //#include <d3dx9shader.h>
1435 //#include <d3dx9mesh.h>
1436
1437 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1438 {
1439         DWORD *vsbin = NULL;
1440         DWORD *psbin = NULL;
1441         fs_offset_t vsbinsize;
1442         fs_offset_t psbinsize;
1443 //      IDirect3DVertexShader9 *vs = NULL;
1444 //      IDirect3DPixelShader9 *ps = NULL;
1445         ID3DXBuffer *vslog = NULL;
1446         ID3DXBuffer *vsbuffer = NULL;
1447         ID3DXConstantTable *vsconstanttable = NULL;
1448         ID3DXBuffer *pslog = NULL;
1449         ID3DXBuffer *psbuffer = NULL;
1450         ID3DXConstantTable *psconstanttable = NULL;
1451         int vsresult = 0;
1452         int psresult = 0;
1453         char temp[MAX_INPUTLINE];
1454         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1455         qboolean debugshader = gl_paranoid.integer != 0;
1456         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1457         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458         if (!debugshader)
1459         {
1460                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1461                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1462         }
1463         if ((!vsbin && vertstring) || (!psbin && fragstring))
1464         {
1465                 const char* dllnames_d3dx9 [] =
1466                 {
1467                         "d3dx9_43.dll",
1468                         "d3dx9_42.dll",
1469                         "d3dx9_41.dll",
1470                         "d3dx9_40.dll",
1471                         "d3dx9_39.dll",
1472                         "d3dx9_38.dll",
1473                         "d3dx9_37.dll",
1474                         "d3dx9_36.dll",
1475                         "d3dx9_35.dll",
1476                         "d3dx9_34.dll",
1477                         "d3dx9_33.dll",
1478                         "d3dx9_32.dll",
1479                         "d3dx9_31.dll",
1480                         "d3dx9_30.dll",
1481                         "d3dx9_29.dll",
1482                         "d3dx9_28.dll",
1483                         "d3dx9_27.dll",
1484                         "d3dx9_26.dll",
1485                         "d3dx9_25.dll",
1486                         "d3dx9_24.dll",
1487                         NULL
1488                 };
1489                 dllhandle_t d3dx9_dll = NULL;
1490                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1491                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1492                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1493                 dllfunction_t d3dx9_dllfuncs[] =
1494                 {
1495                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1496                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1497                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1498                         {NULL, NULL}
1499                 };
1500                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1501                 {
1502                         DWORD shaderflags = 0;
1503                         if (debugshader)
1504                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1505                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1506                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1507                         if (vertstring && vertstring[0])
1508                         {
1509                                 if (debugshader)
1510                                 {
1511 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1512 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1513                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1514                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1515                                 }
1516                                 else
1517                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518                                 if (vsbuffer)
1519                                 {
1520                                         vsbinsize = vsbuffer->GetBufferSize();
1521                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1522                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1523                                         vsbuffer->Release();
1524                                 }
1525                                 if (vslog)
1526                                 {
1527                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1528                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1529                                         vslog->Release();
1530                                 }
1531                         }
1532                         if (fragstring && fragstring[0])
1533                         {
1534                                 if (debugshader)
1535                                 {
1536 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1537 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1538                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1539                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1540                                 }
1541                                 else
1542                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543                                 if (psbuffer)
1544                                 {
1545                                         psbinsize = psbuffer->GetBufferSize();
1546                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1547                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1548                                         psbuffer->Release();
1549                                 }
1550                                 if (pslog)
1551                                 {
1552                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1553                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1554                                         pslog->Release();
1555                                 }
1556                         }
1557                         Sys_UnloadLibrary(&d3dx9_dll);
1558                 }
1559                 else
1560                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1561         }
1562         if (vsbin && psbin)
1563         {
1564                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1565                 if (FAILED(vsresult))
1566                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1567                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1568                 if (FAILED(psresult))
1569                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1570         }
1571         // free the shader data
1572         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1573         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1574 }
1575
1576 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1577 {
1578         int i;
1579         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1580         int vertstring_length = 0;
1581         int geomstring_length = 0;
1582         int fragstring_length = 0;
1583         char *t;
1584         char *vertexstring, *geometrystring, *fragmentstring;
1585         char *vertstring, *geomstring, *fragstring;
1586         char permutationname[256];
1587         char cachename[256];
1588         int vertstrings_count = 0;
1589         int geomstrings_count = 0;
1590         int fragstrings_count = 0;
1591         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1592         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594
1595         if (p->compiled)
1596                 return;
1597         p->compiled = true;
1598         p->vertexshader = NULL;
1599         p->pixelshader = NULL;
1600
1601         permutationname[0] = 0;
1602         cachename[0] = 0;
1603         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1604         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1605         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1606
1607         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1608         strlcat(cachename, "hlsl/", sizeof(cachename));
1609
1610         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1611         vertstrings_count = 0;
1612         geomstrings_count = 0;
1613         fragstrings_count = 0;
1614         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1615         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1616         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1617
1618         // the first pretext is which type of shader to compile as
1619         // (later these will all be bound together as a program object)
1620         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1621         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1622         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1623
1624         // the second pretext is the mode (for example a light source)
1625         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1626         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1627         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1628         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1629         strlcat(cachename, modeinfo->name, sizeof(cachename));
1630
1631         // now add all the permutation pretexts
1632         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1633         {
1634                 if (permutation & (1<<i))
1635                 {
1636                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1637                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1638                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1639                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1640                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1641                 }
1642                 else
1643                 {
1644                         // keep line numbers correct
1645                         vertstrings_list[vertstrings_count++] = "\n";
1646                         geomstrings_list[geomstrings_count++] = "\n";
1647                         fragstrings_list[fragstrings_count++] = "\n";
1648                 }
1649         }
1650
1651         // add static parms
1652         R_CompileShader_AddStaticParms(mode, permutation);
1653         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1654         vertstrings_count += shaderstaticparms_count;
1655         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1656         geomstrings_count += shaderstaticparms_count;
1657         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1658         fragstrings_count += shaderstaticparms_count;
1659
1660         // replace spaces in the cachename with _ characters
1661         for (i = 0;cachename[i];i++)
1662                 if (cachename[i] == ' ')
1663                         cachename[i] = '_';
1664
1665         // now append the shader text itself
1666         vertstrings_list[vertstrings_count++] = vertexstring;
1667         geomstrings_list[geomstrings_count++] = geometrystring;
1668         fragstrings_list[fragstrings_count++] = fragmentstring;
1669
1670         // if any sources were NULL, clear the respective list
1671         if (!vertexstring)
1672                 vertstrings_count = 0;
1673         if (!geometrystring)
1674                 geomstrings_count = 0;
1675         if (!fragmentstring)
1676                 fragstrings_count = 0;
1677
1678         vertstring_length = 0;
1679         for (i = 0;i < vertstrings_count;i++)
1680                 vertstring_length += strlen(vertstrings_list[i]);
1681         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1682         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1683                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1684
1685         geomstring_length = 0;
1686         for (i = 0;i < geomstrings_count;i++)
1687                 geomstring_length += strlen(geomstrings_list[i]);
1688         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1689         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1690                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1691
1692         fragstring_length = 0;
1693         for (i = 0;i < fragstrings_count;i++)
1694                 fragstring_length += strlen(fragstrings_list[i]);
1695         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1696         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1697                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1698
1699         // try to load the cached shader, or generate one
1700         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1701
1702         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1703                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1704         else
1705                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1706
1707         // free the strings
1708         if (vertstring)
1709                 Mem_Free(vertstring);
1710         if (geomstring)
1711                 Mem_Free(geomstring);
1712         if (fragstring)
1713                 Mem_Free(fragstring);
1714         if (vertexstring)
1715                 Mem_Free(vertexstring);
1716         if (geometrystring)
1717                 Mem_Free(geometrystring);
1718         if (fragmentstring)
1719                 Mem_Free(fragmentstring);
1720 }
1721
1722 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1723 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1724 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1725 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728
1729 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1730 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1731 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1732 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735
1736 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1737 {
1738         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1739         if (r_hlsl_permutation != perm)
1740         {
1741                 r_hlsl_permutation = perm;
1742                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1743                 {
1744                         if (!r_hlsl_permutation->compiled)
1745                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1746                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1747                         {
1748                                 // remove features until we find a valid permutation
1749                                 int i;
1750                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1751                                 {
1752                                         // reduce i more quickly whenever it would not remove any bits
1753                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1754                                         if (!(permutation & j))
1755                                                 continue;
1756                                         permutation -= j;
1757                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1758                                         if (!r_hlsl_permutation->compiled)
1759                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1760                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1761                                                 break;
1762                                 }
1763                                 if (i >= SHADERPERMUTATION_COUNT)
1764                                 {
1765                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1766                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1767                                         return; // no bit left to clear, entire mode is broken
1768                                 }
1769                         }
1770                 }
1771                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1772                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1773         }
1774         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1775         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1776         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1777 }
1778 #endif
1779
1780 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1781 {
1782         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1783         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1784         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1785         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1786 }
1787
1788 void R_GLSL_Restart_f(void)
1789 {
1790         unsigned int i, limit;
1791         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1792                 Mem_Free(glslshaderstring);
1793         glslshaderstring = NULL;
1794         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1795                 Mem_Free(hlslshaderstring);
1796         hlslshaderstring = NULL;
1797         switch(vid.renderpath)
1798         {
1799         case RENDERPATH_D3D9:
1800 #ifdef SUPPORTD3D
1801                 {
1802                         r_hlsl_permutation_t *p;
1803                         r_hlsl_permutation = NULL;
1804                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1805                         for (i = 0;i < limit;i++)
1806                         {
1807                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1808                                 {
1809                                         if (p->vertexshader)
1810                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1811                                         if (p->pixelshader)
1812                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1813                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1814                                 }
1815                         }
1816                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1817                 }
1818 #endif
1819                 break;
1820         case RENDERPATH_D3D10:
1821                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1822                 break;
1823         case RENDERPATH_D3D11:
1824                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1825                 break;
1826         case RENDERPATH_GL20:
1827         case RENDERPATH_GLES2:
1828                 {
1829                         r_glsl_permutation_t *p;
1830                         r_glsl_permutation = NULL;
1831                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1832                         for (i = 0;i < limit;i++)
1833                         {
1834                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1835                                 {
1836                                         GL_Backend_FreeProgram(p->program);
1837                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1838                                 }
1839                         }
1840                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1841                 }
1842                 break;
1843         case RENDERPATH_GL11:
1844         case RENDERPATH_GL13:
1845         case RENDERPATH_GLES1:
1846                 break;
1847         case RENDERPATH_SOFT:
1848                 break;
1849         }
1850 }
1851
1852 void R_GLSL_DumpShader_f(void)
1853 {
1854         int i;
1855         qfile_t *file;
1856
1857         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1858         if (file)
1859         {
1860                 FS_Print(file, "/* The engine may define the following macros:\n");
1861                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1862                 for (i = 0;i < SHADERMODE_COUNT;i++)
1863                         FS_Print(file, glslshadermodeinfo[i].pretext);
1864                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1865                         FS_Print(file, shaderpermutationinfo[i].pretext);
1866                 FS_Print(file, "*/\n");
1867                 FS_Print(file, builtinshaderstring);
1868                 FS_Close(file);
1869                 Con_Printf("glsl/default.glsl written\n");
1870         }
1871         else
1872                 Con_Printf("failed to write to glsl/default.glsl\n");
1873
1874         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1875         if (file)
1876         {
1877                 FS_Print(file, "/* The engine may define the following macros:\n");
1878                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1879                 for (i = 0;i < SHADERMODE_COUNT;i++)
1880                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1881                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1882                         FS_Print(file, shaderpermutationinfo[i].pretext);
1883                 FS_Print(file, "*/\n");
1884                 FS_Print(file, builtinhlslshaderstring);
1885                 FS_Close(file);
1886                 Con_Printf("hlsl/default.hlsl written\n");
1887         }
1888         else
1889                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1890 }
1891
1892 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1893 {
1894         unsigned int permutation = 0;
1895         if (r_trippy.integer && !notrippy)
1896                 permutation |= SHADERPERMUTATION_TRIPPY;
1897         permutation |= SHADERPERMUTATION_VIEWTINT;
1898         if (first)
1899                 permutation |= SHADERPERMUTATION_DIFFUSE;
1900         if (second)
1901                 permutation |= SHADERPERMUTATION_SPECULAR;
1902         if (texturemode == GL_MODULATE)
1903                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1904         else if (texturemode == GL_ADD)
1905                 permutation |= SHADERPERMUTATION_GLOW;
1906         else if (texturemode == GL_DECAL)
1907                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1908         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1909                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1910         if (suppresstexalpha)
1911                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1912         if (!second)
1913                 texturemode = GL_MODULATE;
1914         if (vid.allowalphatocoverage)
1915                 GL_AlphaToCoverage(false);
1916         switch (vid.renderpath)
1917         {
1918         case RENDERPATH_D3D9:
1919 #ifdef SUPPORTD3D
1920                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1921                 R_Mesh_TexBind(GL20TU_FIRST , first );
1922                 R_Mesh_TexBind(GL20TU_SECOND, second);
1923                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1924                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1925 #endif
1926                 break;
1927         case RENDERPATH_D3D10:
1928                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929                 break;
1930         case RENDERPATH_D3D11:
1931                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932                 break;
1933         case RENDERPATH_GL20:
1934         case RENDERPATH_GLES2:
1935                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1936                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1937                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1938                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1939                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1940                 break;
1941         case RENDERPATH_GL13:
1942         case RENDERPATH_GLES1:
1943                 R_Mesh_TexBind(0, first );
1944                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1945                 R_Mesh_TexBind(1, second);
1946                 if (second)
1947                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1948                 break;
1949         case RENDERPATH_GL11:
1950                 R_Mesh_TexBind(0, first );
1951                 break;
1952         case RENDERPATH_SOFT:
1953                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1954                 R_Mesh_TexBind(GL20TU_FIRST , first );
1955                 R_Mesh_TexBind(GL20TU_SECOND, second);
1956                 break;
1957         }
1958 }
1959
1960 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1961 {
1962         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1963 }
1964
1965 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1966 {
1967         unsigned int permutation = 0;
1968         if (r_trippy.integer && !notrippy)
1969                 permutation |= SHADERPERMUTATION_TRIPPY;
1970         if (vid.allowalphatocoverage)
1971                 GL_AlphaToCoverage(false);
1972         switch (vid.renderpath)
1973         {
1974         case RENDERPATH_D3D9:
1975 #ifdef SUPPORTD3D
1976                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1977 #endif
1978                 break;
1979         case RENDERPATH_D3D10:
1980                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1981                 break;
1982         case RENDERPATH_D3D11:
1983                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1984                 break;
1985         case RENDERPATH_GL20:
1986         case RENDERPATH_GLES2:
1987                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1988                 break;
1989         case RENDERPATH_GL13:
1990         case RENDERPATH_GLES1:
1991                 R_Mesh_TexBind(0, 0);
1992                 R_Mesh_TexBind(1, 0);
1993                 break;
1994         case RENDERPATH_GL11:
1995                 R_Mesh_TexBind(0, 0);
1996                 break;
1997         case RENDERPATH_SOFT:
1998                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1999                 break;
2000         }
2001 }
2002
2003 void R_SetupShader_ShowDepth(qboolean notrippy)
2004 {
2005         int permutation = 0;
2006         if (r_trippy.integer && !notrippy)
2007                 permutation |= SHADERPERMUTATION_TRIPPY;
2008         if (vid.allowalphatocoverage)
2009                 GL_AlphaToCoverage(false);
2010         switch (vid.renderpath)
2011         {
2012         case RENDERPATH_D3D9:
2013 #ifdef SUPPORTHLSL
2014                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2015 #endif
2016                 break;
2017         case RENDERPATH_D3D10:
2018                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2019                 break;
2020         case RENDERPATH_D3D11:
2021                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022                 break;
2023         case RENDERPATH_GL20:
2024         case RENDERPATH_GLES2:
2025                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2026                 break;
2027         case RENDERPATH_GL13:
2028         case RENDERPATH_GLES1:
2029                 break;
2030         case RENDERPATH_GL11:
2031                 break;
2032         case RENDERPATH_SOFT:
2033                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2034                 break;
2035         }
2036 }
2037
2038 extern qboolean r_shadow_usingdeferredprepass;
2039 extern cvar_t r_shadow_deferred_8bitrange;
2040 extern rtexture_t *r_shadow_attenuationgradienttexture;
2041 extern rtexture_t *r_shadow_attenuation2dtexture;
2042 extern rtexture_t *r_shadow_attenuation3dtexture;
2043 extern qboolean r_shadow_usingshadowmap2d;
2044 extern qboolean r_shadow_usingshadowmaportho;
2045 extern float r_shadow_shadowmap_texturescale[2];
2046 extern float r_shadow_shadowmap_parameters[4];
2047 extern qboolean r_shadow_shadowmapvsdct;
2048 extern qboolean r_shadow_shadowmapsampler;
2049 extern int r_shadow_shadowmappcf;
2050 extern rtexture_t *r_shadow_shadowmap2dtexture;
2051 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2052 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2053 extern matrix4x4_t r_shadow_shadowmapmatrix;
2054 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2055 extern int r_shadow_prepass_width;
2056 extern int r_shadow_prepass_height;
2057 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2058 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2059 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2060 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2061 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2062
2063 #define BLENDFUNC_ALLOWS_COLORMOD      1
2064 #define BLENDFUNC_ALLOWS_FOG           2
2065 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2066 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2067 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2068 static int R_BlendFuncFlags(int src, int dst)
2069 {
2070         int r = 0;
2071
2072         // a blendfunc allows colormod if:
2073         // a) it can never keep the destination pixel invariant, or
2074         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2075         // this is to prevent unintended side effects from colormod
2076
2077         // a blendfunc allows fog if:
2078         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2079         // this is to prevent unintended side effects from fog
2080
2081         // these checks are the output of fogeval.pl
2082
2083         r |= BLENDFUNC_ALLOWS_COLORMOD;
2084         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2085         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2086         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2087         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2088         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2093         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2094         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2095         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2096         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2097         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2098         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2099         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2100         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2102         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2103         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2104         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105
2106         return r;
2107 }
2108
2109 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2110 {
2111         // select a permutation of the lighting shader appropriate to this
2112         // combination of texture, entity, light source, and fogging, only use the
2113         // minimum features necessary to avoid wasting rendering time in the
2114         // fragment shader on features that are not being used
2115         unsigned int permutation = 0;
2116         unsigned int mode = 0;
2117         int blendfuncflags;
2118         static float dummy_colormod[3] = {1, 1, 1};
2119         float *colormod = rsurface.colormod;
2120         float m16f[16];
2121         matrix4x4_t tempmatrix;
2122         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2123         if (r_trippy.integer && !notrippy)
2124                 permutation |= SHADERPERMUTATION_TRIPPY;
2125         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2126                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2127         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2128                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2129         if (rsurfacepass == RSURFPASS_BACKGROUND)
2130         {
2131                 // distorted background
2132                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2133                 {
2134                         mode = SHADERMODE_WATER;
2135                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2136                         {
2137                                 // this is the right thing to do for wateralpha
2138                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2139                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2140                         }
2141                         else
2142                         {
2143                                 // this is the right thing to do for entity alpha
2144                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2145                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146                         }
2147                 }
2148                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2149                 {
2150                         mode = SHADERMODE_REFRACTION;
2151                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2152                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153                 }
2154                 else
2155                 {
2156                         mode = SHADERMODE_GENERIC;
2157                         permutation |= SHADERPERMUTATION_DIFFUSE;
2158                         GL_BlendFunc(GL_ONE, GL_ZERO);
2159                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2160                 }
2161                 if (vid.allowalphatocoverage)
2162                         GL_AlphaToCoverage(false);
2163         }
2164         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2165         {
2166                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2167                 {
2168                         switch(rsurface.texture->offsetmapping)
2169                         {
2170                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2171                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2172                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173                         case OFFSETMAPPING_OFF: break;
2174                         }
2175                 }
2176                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2177                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2178                 // normalmap (deferred prepass), may use alpha test on diffuse
2179                 mode = SHADERMODE_DEFERREDGEOMETRY;
2180                 GL_BlendFunc(GL_ONE, GL_ZERO);
2181                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182                 if (vid.allowalphatocoverage)
2183                         GL_AlphaToCoverage(false);
2184         }
2185         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2186         {
2187                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2188                 {
2189                         switch(rsurface.texture->offsetmapping)
2190                         {
2191                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194                         case OFFSETMAPPING_OFF: break;
2195                         }
2196                 }
2197                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199                 // light source
2200                 mode = SHADERMODE_LIGHTSOURCE;
2201                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2202                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2203                 if (diffusescale > 0)
2204                         permutation |= SHADERPERMUTATION_DIFFUSE;
2205                 if (specularscale > 0)
2206                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2207                 if (r_refdef.fogenabled)
2208                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2209                 if (rsurface.texture->colormapping)
2210                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2211                 if (r_shadow_usingshadowmap2d)
2212                 {
2213                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2214                         if(r_shadow_shadowmapvsdct)
2215                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2216
2217                         if (r_shadow_shadowmapsampler)
2218                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2219                         if (r_shadow_shadowmappcf > 1)
2220                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2221                         else if (r_shadow_shadowmappcf)
2222                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2223                 }
2224                 if (rsurface.texture->reflectmasktexture)
2225                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2226                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2227                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2228                 if (vid.allowalphatocoverage)
2229                         GL_AlphaToCoverage(false);
2230         }
2231         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2232         {
2233                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2234                 {
2235                         switch(rsurface.texture->offsetmapping)
2236                         {
2237                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2238                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2239                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240                         case OFFSETMAPPING_OFF: break;
2241                         }
2242                 }
2243                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2244                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2245                 // unshaded geometry (fullbright or ambient model lighting)
2246                 mode = SHADERMODE_FLATCOLOR;
2247                 ambientscale = diffusescale = specularscale = 0;
2248                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2249                         permutation |= SHADERPERMUTATION_GLOW;
2250                 if (r_refdef.fogenabled)
2251                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2252                 if (rsurface.texture->colormapping)
2253                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2254                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2255                 {
2256                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2257                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2258
2259                         if (r_shadow_shadowmapsampler)
2260                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2261                         if (r_shadow_shadowmappcf > 1)
2262                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2263                         else if (r_shadow_shadowmappcf)
2264                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2265                 }
2266                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2267                         permutation |= SHADERPERMUTATION_REFLECTION;
2268                 if (rsurface.texture->reflectmasktexture)
2269                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2270                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2271                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272                 // when using alphatocoverage, we don't need alphakill
2273                 if (vid.allowalphatocoverage)
2274                 {
2275                         if (r_transparent_alphatocoverage.integer)
2276                         {
2277                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2278                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2279                         }
2280                         else
2281                                 GL_AlphaToCoverage(false);
2282                 }
2283         }
2284         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2285         {
2286                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2287                 {
2288                         switch(rsurface.texture->offsetmapping)
2289                         {
2290                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2291                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2292                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293                         case OFFSETMAPPING_OFF: break;
2294                         }
2295                 }
2296                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2297                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2298                 // directional model lighting
2299                 mode = SHADERMODE_LIGHTDIRECTION;
2300                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2301                         permutation |= SHADERPERMUTATION_GLOW;
2302                 permutation |= SHADERPERMUTATION_DIFFUSE;
2303                 if (specularscale > 0)
2304                         permutation |= SHADERPERMUTATION_SPECULAR;
2305                 if (r_refdef.fogenabled)
2306                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2307                 if (rsurface.texture->colormapping)
2308                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2309                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2310                 {
2311                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2312                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2313
2314                         if (r_shadow_shadowmapsampler)
2315                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2316                         if (r_shadow_shadowmappcf > 1)
2317                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2318                         else if (r_shadow_shadowmappcf)
2319                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2320                 }
2321                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2322                         permutation |= SHADERPERMUTATION_REFLECTION;
2323                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2324                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2325                 if (rsurface.texture->reflectmasktexture)
2326                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2327                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2328                 {
2329                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2330                         if (r_shadow_bouncegriddirectional)
2331                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2332                 }
2333                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2334                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335                 // when using alphatocoverage, we don't need alphakill
2336                 if (vid.allowalphatocoverage)
2337                 {
2338                         if (r_transparent_alphatocoverage.integer)
2339                         {
2340                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2341                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2342                         }
2343                         else
2344                                 GL_AlphaToCoverage(false);
2345                 }
2346         }
2347         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2348         {
2349                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2350                 {
2351                         switch(rsurface.texture->offsetmapping)
2352                         {
2353                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2354                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2355                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356                         case OFFSETMAPPING_OFF: break;
2357                         }
2358                 }
2359                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2360                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2361                 // ambient model lighting
2362                 mode = SHADERMODE_LIGHTDIRECTION;
2363                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2364                         permutation |= SHADERPERMUTATION_GLOW;
2365                 if (r_refdef.fogenabled)
2366                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2367                 if (rsurface.texture->colormapping)
2368                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2369                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2370                 {
2371                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2372                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2373
2374                         if (r_shadow_shadowmapsampler)
2375                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2376                         if (r_shadow_shadowmappcf > 1)
2377                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2378                         else if (r_shadow_shadowmappcf)
2379                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2380                 }
2381                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2382                         permutation |= SHADERPERMUTATION_REFLECTION;
2383                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2384                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2385                 if (rsurface.texture->reflectmasktexture)
2386                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2387                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2388                 {
2389                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2390                         if (r_shadow_bouncegriddirectional)
2391                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2392                 }
2393                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2394                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395                 // when using alphatocoverage, we don't need alphakill
2396                 if (vid.allowalphatocoverage)
2397                 {
2398                         if (r_transparent_alphatocoverage.integer)
2399                         {
2400                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2401                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2402                         }
2403                         else
2404                                 GL_AlphaToCoverage(false);
2405                 }
2406         }
2407         else
2408         {
2409                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2410                 {
2411                         switch(rsurface.texture->offsetmapping)
2412                         {
2413                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2414                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2415                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416                         case OFFSETMAPPING_OFF: break;
2417                         }
2418                 }
2419                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2420                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2421                 // lightmapped wall
2422                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2423                         permutation |= SHADERPERMUTATION_GLOW;
2424                 if (r_refdef.fogenabled)
2425                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2426                 if (rsurface.texture->colormapping)
2427                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2428                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2429                 {
2430                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2431                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2432
2433                         if (r_shadow_shadowmapsampler)
2434                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2435                         if (r_shadow_shadowmappcf > 1)
2436                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2437                         else if (r_shadow_shadowmappcf)
2438                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2439                 }
2440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2441                         permutation |= SHADERPERMUTATION_REFLECTION;
2442                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2443                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2444                 if (rsurface.texture->reflectmasktexture)
2445                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2446                 if (FAKELIGHT_ENABLED)
2447                 {
2448                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2449                         mode = SHADERMODE_FAKELIGHT;
2450                         permutation |= SHADERPERMUTATION_DIFFUSE;
2451                         if (specularscale > 0)
2452                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2453                 }
2454                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2455                 {
2456                         // deluxemapping (light direction texture)
2457                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2458                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2459                         else
2460                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2461                         permutation |= SHADERPERMUTATION_DIFFUSE;
2462                         if (specularscale > 0)
2463                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2464                 }
2465                 else if (r_glsl_deluxemapping.integer >= 2)
2466                 {
2467                         // fake deluxemapping (uniform light direction in tangentspace)
2468                         if (rsurface.uselightmaptexture)
2469                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2470                         else
2471                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2472                         permutation |= SHADERPERMUTATION_DIFFUSE;
2473                         if (specularscale > 0)
2474                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475                 }
2476                 else if (rsurface.uselightmaptexture)
2477                 {
2478                         // ordinary lightmapping (q1bsp, q3bsp)
2479                         mode = SHADERMODE_LIGHTMAP;
2480                 }
2481                 else
2482                 {
2483                         // ordinary vertex coloring (q3bsp)
2484                         mode = SHADERMODE_VERTEXCOLOR;
2485                 }
2486                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2487                 {
2488                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2489                         if (r_shadow_bouncegriddirectional)
2490                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2491                 }
2492                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2493                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494                 // when using alphatocoverage, we don't need alphakill
2495                 if (vid.allowalphatocoverage)
2496                 {
2497                         if (r_transparent_alphatocoverage.integer)
2498                         {
2499                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2500                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2501                         }
2502                         else
2503                                 GL_AlphaToCoverage(false);
2504                 }
2505         }
2506         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2507                 colormod = dummy_colormod;
2508         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2509                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2510         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2511                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2512         switch(vid.renderpath)
2513         {
2514         case RENDERPATH_D3D9:
2515 #ifdef SUPPORTD3D
2516                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2517                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2518                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2519                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2520                 if (mode == SHADERMODE_LIGHTSOURCE)
2521                 {
2522                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2523                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2524                 }
2525                 else
2526                 {
2527                         if (mode == SHADERMODE_LIGHTDIRECTION)
2528                         {
2529                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2530                         }
2531                 }
2532                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2533                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2534                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2535                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2536                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2537
2538                 if (mode == SHADERMODE_LIGHTSOURCE)
2539                 {
2540                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2541                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2542                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2543                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2544                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2545
2546                         // additive passes are only darkened by fog, not tinted
2547                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2548                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2549                 }
2550                 else
2551                 {
2552                         if (mode == SHADERMODE_FLATCOLOR)
2553                         {
2554                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2555                         }
2556                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2557                         {
2558                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2559                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2560                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2561                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2562                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2563                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2564                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2565                         }
2566                         else
2567                         {
2568                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2569                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2570                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2571                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2573                         }
2574                         // additive passes are only darkened by fog, not tinted
2575                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2576                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2577                         else
2578                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2579                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2580                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2581                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2582                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2583                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2585                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2586                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2587                         if (mode == SHADERMODE_WATER)
2588                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2589                 }
2590                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2591                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2592                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2593                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2594                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2595                 if (rsurface.texture->pantstexture)
2596                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2597                 else
2598                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2599                 if (rsurface.texture->shirttexture)
2600                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2601                 else
2602                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2603                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2604                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2605                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2606                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2607                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2608                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2609                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2610                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2612                         );
2613                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2615                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2616                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2617
2618                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2619                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2620                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2621                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2622                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2623                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2624                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2625                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2626                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2627                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2628                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2629                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2630                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2631                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2632                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2633                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2634                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2635                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2636                 {
2637                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2638                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2639                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2640                 }
2641                 else
2642                 {
2643                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2644                 }
2645 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2646 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2647                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2648                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2649                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2650                 {
2651                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2652                         if (rsurface.rtlight)
2653                         {
2654                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2655                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2656                         }
2657                 }
2658 #endif
2659                 break;
2660         case RENDERPATH_D3D10:
2661                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2662                 break;
2663         case RENDERPATH_D3D11:
2664                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2665                 break;
2666         case RENDERPATH_GL20:
2667         case RENDERPATH_GLES2:
2668                 if (!vid.useinterleavedarrays)
2669                 {
2670                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2671                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2672                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2673                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2674                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2675                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2676                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2677                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2678                 }
2679                 else
2680                 {
2681                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2682                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2683                 }
2684                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2685                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2686                 if (mode == SHADERMODE_LIGHTSOURCE)
2687                 {
2688                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2689                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2690                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2691                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2692                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2693                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2694         
2695                         // additive passes are only darkened by fog, not tinted
2696                         if (r_glsl_permutation->loc_FogColor >= 0)
2697                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2698                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2699                 }
2700                 else
2701                 {
2702                         if (mode == SHADERMODE_FLATCOLOR)
2703                         {
2704                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2705                         }
2706                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2707                         {
2708                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2709                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2710                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2711                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2712                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2713                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2714                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2715                         }
2716                         else
2717                         {
2718                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2719                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2720                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2721                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2722                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2723                         }
2724                         // additive passes are only darkened by fog, not tinted
2725                         if (r_glsl_permutation->loc_FogColor >= 0)
2726                         {
2727                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2728                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2729                                 else
2730                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2731                         }
2732                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2733                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2734                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2735                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2736                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2737                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2738                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2739                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2740                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2741                 }
2742                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2743                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2744                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2745                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2746                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2747
2748                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2749                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2750                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2751                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2752                 {
2753                         if (rsurface.texture->pantstexture)
2754                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2755                         else
2756                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2757                 }
2758                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2759                 {
2760                         if (rsurface.texture->shirttexture)
2761                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2762                         else
2763                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2764                 }
2765                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2766                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2767                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2768                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2769                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2770                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2771                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2772                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2774                         );
2775                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2776                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2777                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2778                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2779                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2780                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2781
2782                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2783                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2784                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2785                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2786                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2787                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2788                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2789                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2790                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2791                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2792                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2793                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2794                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2795                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2796                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2797                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2798                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2799                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2800                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2801                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2802                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2803                 {
2804                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2805                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2806                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2807                 }
2808                 else
2809                 {
2810                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2811                 }
2812                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2813                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2814                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2815                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2816                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2817                 {
2818                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2819                         if (rsurface.rtlight)
2820                         {
2821                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2822                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2823                         }
2824                 }
2825                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2826                 CHECKGLERROR
2827                 break;
2828         case RENDERPATH_GL11:
2829         case RENDERPATH_GL13:
2830         case RENDERPATH_GLES1:
2831                 break;
2832         case RENDERPATH_SOFT:
2833                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2834                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2835                 R_SetupShader_SetPermutationSoft(mode, permutation);
2836                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2837                 if (mode == SHADERMODE_LIGHTSOURCE)
2838                 {
2839                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2840                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2841                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2842                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2843                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2844                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2845         
2846                         // additive passes are only darkened by fog, not tinted
2847                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2848                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2849                 }
2850                 else
2851                 {
2852                         if (mode == SHADERMODE_FLATCOLOR)
2853                         {
2854                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2855                         }
2856                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2857                         {
2858                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2859                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2860                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2861                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2862                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2863                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2864                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2865                         }
2866                         else
2867                         {
2868                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2869                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2870                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2871                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2872                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2873                         }
2874                         // additive passes are only darkened by fog, not tinted
2875                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2876                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2877                         else
2878                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2879                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2880                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2881                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2882                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2883                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2884                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2885                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2886                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2887                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2888                 }
2889                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2890                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2891                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2892                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2893                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2894
2895                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2896                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2897                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2898                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2899                 {
2900                         if (rsurface.texture->pantstexture)
2901                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2902                         else
2903                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2904                 }
2905                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2906                 {
2907                         if (rsurface.texture->shirttexture)
2908                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2909                         else
2910                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2911                 }
2912                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2913                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2914                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2915                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2916                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2917                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2918                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2919                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2921                         );
2922                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2923                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2924                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2925                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2926
2927                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2928                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2929                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2930                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2931                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2932                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2933                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2934                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2935                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2936                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2937                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2938                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2939                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2940                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2941                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2942                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2943                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2944                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2945                 {
2946                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2947                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2948                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2949                 }
2950                 else
2951                 {
2952                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953                 }
2954 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2955 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2956                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2957                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2958                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2959                 {
2960                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2961                         if (rsurface.rtlight)
2962                         {
2963                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2964                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2965                         }
2966                 }
2967                 break;
2968         }
2969 }
2970
2971 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2972 {
2973         // select a permutation of the lighting shader appropriate to this
2974         // combination of texture, entity, light source, and fogging, only use the
2975         // minimum features necessary to avoid wasting rendering time in the
2976         // fragment shader on features that are not being used
2977         unsigned int permutation = 0;
2978         unsigned int mode = 0;
2979         const float *lightcolorbase = rtlight->currentcolor;
2980         float ambientscale = rtlight->ambientscale;
2981         float diffusescale = rtlight->diffusescale;
2982         float specularscale = rtlight->specularscale;
2983         // this is the location of the light in view space
2984         vec3_t viewlightorigin;
2985         // this transforms from view space (camera) to light space (cubemap)
2986         matrix4x4_t viewtolight;
2987         matrix4x4_t lighttoview;
2988         float viewtolight16f[16];
2989         float range = 1.0f / r_shadow_deferred_8bitrange.value;
2990         // light source
2991         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2992         if (rtlight->currentcubemap != r_texture_whitecube)
2993                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2994         if (diffusescale > 0)
2995                 permutation |= SHADERPERMUTATION_DIFFUSE;
2996         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2997                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2998         if (r_shadow_usingshadowmap2d)
2999         {
3000                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3001                 if (r_shadow_shadowmapvsdct)
3002                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3003
3004                 if (r_shadow_shadowmapsampler)
3005                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3006                 if (r_shadow_shadowmappcf > 1)
3007                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3008                 else if (r_shadow_shadowmappcf)
3009                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3010         }
3011         if (vid.allowalphatocoverage)
3012                 GL_AlphaToCoverage(false);
3013         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017         switch(vid.renderpath)
3018         {
3019         case RENDERPATH_D3D9:
3020 #ifdef SUPPORTD3D
3021                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3025                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3026                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3027                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3030                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3032
3033                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3034                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3035                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3036                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3037                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3038                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3039 #endif
3040                 break;
3041         case RENDERPATH_D3D10:
3042                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3043                 break;
3044         case RENDERPATH_D3D11:
3045                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046                 break;
3047         case RENDERPATH_GL20:
3048         case RENDERPATH_GLES2:
3049                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3050                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3051                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3052                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3053                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3054                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3055                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3056                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3057                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3058                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3059                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3060
3061                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3062                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3063                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3064                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3065                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3066                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3067                 break;
3068         case RENDERPATH_GL11:
3069         case RENDERPATH_GL13:
3070         case RENDERPATH_GLES1:
3071                 break;
3072         case RENDERPATH_SOFT:
3073                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3074                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3075                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3076                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3077                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3078                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3079                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3080                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3081                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3082                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3083                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3084
3085                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3086                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3087                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3088                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3089                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3090                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3091                 break;
3092         }
3093 }
3094
3095 #define SKINFRAME_HASH 1024
3096
3097 typedef struct
3098 {
3099         int loadsequence; // incremented each level change
3100         memexpandablearray_t array;
3101         skinframe_t *hash[SKINFRAME_HASH];
3102 }
3103 r_skinframe_t;
3104 r_skinframe_t r_skinframe;
3105
3106 void R_SkinFrame_PrepareForPurge(void)
3107 {
3108         r_skinframe.loadsequence++;
3109         // wrap it without hitting zero
3110         if (r_skinframe.loadsequence >= 200)
3111                 r_skinframe.loadsequence = 1;
3112 }
3113
3114 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3115 {
3116         if (!skinframe)
3117                 return;
3118         // mark the skinframe as used for the purging code
3119         skinframe->loadsequence = r_skinframe.loadsequence;
3120 }
3121
3122 void R_SkinFrame_Purge(void)
3123 {
3124         int i;
3125         skinframe_t *s;
3126         for (i = 0;i < SKINFRAME_HASH;i++)
3127         {
3128                 for (s = r_skinframe.hash[i];s;s = s->next)
3129                 {
3130                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3131                         {
3132                                 if (s->merged == s->base)
3133                                         s->merged = NULL;
3134                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3135                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3136                                 R_PurgeTexture(s->merged);s->merged = NULL;
3137                                 R_PurgeTexture(s->base  );s->base   = NULL;
3138                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3139                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3140                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3141                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3142                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3143                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3144                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3145                                 s->loadsequence = 0;
3146                         }
3147                 }
3148         }
3149 }
3150
3151 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3152         skinframe_t *item;
3153         char basename[MAX_QPATH];
3154
3155         Image_StripImageExtension(name, basename, sizeof(basename));
3156
3157         if( last == NULL ) {
3158                 int hashindex;
3159                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3160                 item = r_skinframe.hash[hashindex];
3161         } else {
3162                 item = last->next;
3163         }
3164
3165         // linearly search through the hash bucket
3166         for( ; item ; item = item->next ) {
3167                 if( !strcmp( item->basename, basename ) ) {
3168                         return item;
3169                 }
3170         }
3171         return NULL;
3172 }
3173
3174 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3175 {
3176         skinframe_t *item;
3177         int hashindex;
3178         char basename[MAX_QPATH];
3179
3180         Image_StripImageExtension(name, basename, sizeof(basename));
3181
3182         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3183         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3184                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3185                         break;
3186
3187         if (!item) {
3188                 rtexture_t *dyntexture;
3189                 // check whether its a dynamic texture
3190                 dyntexture = CL_GetDynTexture( basename );
3191                 if (!add && !dyntexture)
3192                         return NULL;
3193                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3194                 memset(item, 0, sizeof(*item));
3195                 strlcpy(item->basename, basename, sizeof(item->basename));
3196                 item->base = dyntexture; // either NULL or dyntexture handle
3197                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3198                 item->comparewidth = comparewidth;
3199                 item->compareheight = compareheight;
3200                 item->comparecrc = comparecrc;
3201                 item->next = r_skinframe.hash[hashindex];
3202                 r_skinframe.hash[hashindex] = item;
3203         }
3204         else if (textureflags & TEXF_FORCE_RELOAD)
3205         {
3206                 rtexture_t *dyntexture;
3207                 // check whether its a dynamic texture
3208                 dyntexture = CL_GetDynTexture( basename );
3209                 if (!add && !dyntexture)
3210                         return NULL;
3211                 if (item->merged == item->base)
3212                         item->merged = NULL;
3213                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3214                 R_PurgeTexture(item->stain );item->stain  = NULL;
3215                 R_PurgeTexture(item->merged);item->merged = NULL;
3216                 R_PurgeTexture(item->base  );item->base   = NULL;
3217                 R_PurgeTexture(item->pants );item->pants  = NULL;
3218                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3219                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3220                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3221                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3222                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3223         R_PurgeTexture(item->reflect);item->reflect = NULL;
3224                 item->loadsequence = 0;
3225         }
3226         else if( item->base == NULL )
3227         {
3228                 rtexture_t *dyntexture;
3229                 // check whether its a dynamic texture
3230                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3231                 dyntexture = CL_GetDynTexture( basename );
3232                 item->base = dyntexture; // either NULL or dyntexture handle
3233         }
3234
3235         R_SkinFrame_MarkUsed(item);
3236         return item;
3237 }
3238
3239 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3240         { \
3241                 unsigned long long avgcolor[5], wsum; \
3242                 int pix, comp, w; \
3243                 avgcolor[0] = 0; \
3244                 avgcolor[1] = 0; \
3245                 avgcolor[2] = 0; \
3246                 avgcolor[3] = 0; \
3247                 avgcolor[4] = 0; \
3248                 wsum = 0; \
3249                 for(pix = 0; pix < cnt; ++pix) \
3250                 { \
3251                         w = 0; \
3252                         for(comp = 0; comp < 3; ++comp) \
3253                                 w += getpixel; \
3254                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3255                         { \
3256                                 ++wsum; \
3257                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3258                                 w = getpixel; \
3259                                 for(comp = 0; comp < 3; ++comp) \
3260                                         avgcolor[comp] += getpixel * w; \
3261                                 avgcolor[3] += w; \
3262                         } \
3263                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3264                         avgcolor[4] += getpixel; \
3265                 } \
3266                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3267                         avgcolor[3] = 1; \
3268                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3269                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3270                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3271                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3272         }
3273
3274 extern cvar_t gl_picmip;
3275 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3276 {
3277         int j;
3278         unsigned char *pixels;
3279         unsigned char *bumppixels;
3280         unsigned char *basepixels = NULL;
3281         int basepixels_width = 0;
3282         int basepixels_height = 0;
3283         skinframe_t *skinframe;
3284         rtexture_t *ddsbase = NULL;
3285         qboolean ddshasalpha = false;
3286         float ddsavgcolor[4];
3287         char basename[MAX_QPATH];
3288         int miplevel = R_PicmipForFlags(textureflags);
3289         int savemiplevel = miplevel;
3290         int mymiplevel;
3291
3292         if (cls.state == ca_dedicated)
3293                 return NULL;
3294
3295         // return an existing skinframe if already loaded
3296         // if loading of the first image fails, don't make a new skinframe as it
3297         // would cause all future lookups of this to be missing
3298         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3299         if (skinframe && skinframe->base)
3300                 return skinframe;
3301
3302         Image_StripImageExtension(name, basename, sizeof(basename));
3303
3304         // check for DDS texture file first
3305         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3306         {
3307                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3308                 if (basepixels == NULL)
3309                         return NULL;
3310         }
3311
3312         // FIXME handle miplevel
3313
3314         if (developer_loading.integer)
3315                 Con_Printf("loading skin \"%s\"\n", name);
3316
3317         // we've got some pixels to store, so really allocate this new texture now
3318         if (!skinframe)
3319                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3320         textureflags &= ~TEXF_FORCE_RELOAD;
3321         skinframe->stain = NULL;
3322         skinframe->merged = NULL;
3323         skinframe->base = NULL;
3324         skinframe->pants = NULL;
3325         skinframe->shirt = NULL;
3326         skinframe->nmap = NULL;
3327         skinframe->gloss = NULL;
3328         skinframe->glow = NULL;
3329         skinframe->fog = NULL;
3330         skinframe->reflect = NULL;
3331         skinframe->hasalpha = false;
3332
3333         if (ddsbase)
3334         {
3335                 skinframe->base = ddsbase;
3336                 skinframe->hasalpha = ddshasalpha;
3337                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3338                 if (r_loadfog && skinframe->hasalpha)
3339                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3340                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3341         }
3342         else
3343         {
3344                 basepixels_width = image_width;
3345                 basepixels_height = image_height;
3346                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3347                 if (textureflags & TEXF_ALPHA)
3348                 {
3349                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3350                         {
3351                                 if (basepixels[j] < 255)
3352                                 {
3353                                         skinframe->hasalpha = true;
3354                                         break;
3355                                 }
3356                         }
3357                         if (r_loadfog && skinframe->hasalpha)
3358                         {
3359                                 // has transparent pixels
3360                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3361                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3362                                 {
3363                                         pixels[j+0] = 255;
3364                                         pixels[j+1] = 255;
3365                                         pixels[j+2] = 255;
3366                                         pixels[j+3] = basepixels[j+3];
3367                                 }
3368                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3369                                 Mem_Free(pixels);
3370                         }
3371                 }
3372                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3373 #ifndef USE_GLES2
3374                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3375                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3376                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3377                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3378                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3379 #endif
3380         }
3381
3382         if (r_loaddds)
3383         {
3384                 mymiplevel = savemiplevel;
3385                 if (r_loadnormalmap)
3386                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3387                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3388                 if (r_loadgloss)
3389                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3390                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3391                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3392                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3393         }
3394
3395         // _norm is the name used by tenebrae and has been adopted as standard
3396         if (r_loadnormalmap && skinframe->nmap == NULL)
3397         {
3398                 mymiplevel = savemiplevel;
3399                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3400                 {
3401                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3402                         Mem_Free(pixels);
3403                         pixels = NULL;
3404                 }
3405                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3406                 {
3407                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3408                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3409                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3410                         Mem_Free(pixels);
3411                         Mem_Free(bumppixels);
3412                 }
3413                 else if (r_shadow_bumpscale_basetexture.value > 0)
3414                 {
3415                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3416                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3417                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3418                         Mem_Free(pixels);
3419                 }
3420 #ifndef USE_GLES2
3421                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3422                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3423 #endif
3424         }
3425
3426         // _luma is supported only for tenebrae compatibility
3427         // _glow is the preferred name
3428         mymiplevel = savemiplevel;
3429         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3430         {
3431                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3432 #ifndef USE_GLES2
3433                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3434                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3435 #endif
3436                 Mem_Free(pixels);pixels = NULL;
3437         }
3438
3439         mymiplevel = savemiplevel;
3440         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3441         {
3442                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3443 #ifndef USE_GLES2
3444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3445                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3446 #endif
3447                 Mem_Free(pixels);
3448                 pixels = NULL;
3449         }
3450
3451         mymiplevel = savemiplevel;
3452         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3453         {
3454                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3455 #ifndef USE_GLES2
3456                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3457                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3458 #endif
3459                 Mem_Free(pixels);
3460                 pixels = NULL;
3461         }
3462
3463         mymiplevel = savemiplevel;
3464         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3465         {
3466                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3467 #ifndef USE_GLES2
3468                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3469                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3470 #endif
3471                 Mem_Free(pixels);
3472                 pixels = NULL;
3473         }
3474
3475         mymiplevel = savemiplevel;
3476         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3477         {
3478                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3479 #ifndef USE_GLES2
3480                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3481                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3482 #endif
3483                 Mem_Free(pixels);
3484                 pixels = NULL;
3485         }
3486
3487         if (basepixels)
3488                 Mem_Free(basepixels);
3489
3490         return skinframe;
3491 }
3492
3493 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3494 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3495 {
3496         int i;
3497         unsigned char *temp1, *temp2;
3498         skinframe_t *skinframe;
3499
3500         if (cls.state == ca_dedicated)
3501                 return NULL;
3502
3503         // if already loaded just return it, otherwise make a new skinframe
3504         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3505         if (skinframe && skinframe->base)
3506                 return skinframe;
3507         textureflags &= ~TEXF_FORCE_RELOAD;
3508
3509         skinframe->stain = NULL;
3510         skinframe->merged = NULL;
3511         skinframe->base = NULL;
3512         skinframe->pants = NULL;
3513         skinframe->shirt = NULL;
3514         skinframe->nmap = NULL;
3515         skinframe->gloss = NULL;
3516         skinframe->glow = NULL;
3517         skinframe->fog = NULL;
3518         skinframe->reflect = NULL;
3519         skinframe->hasalpha = false;
3520
3521         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3522         if (!skindata)
3523                 return NULL;
3524
3525         if (developer_loading.integer)
3526                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3527
3528         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3529         {
3530                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3531                 temp2 = temp1 + width * height * 4;
3532                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3533                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3534                 Mem_Free(temp1);
3535         }
3536         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3537         if (textureflags & TEXF_ALPHA)
3538         {
3539                 for (i = 3;i < width * height * 4;i += 4)
3540                 {
3541                         if (skindata[i] < 255)
3542                         {
3543                                 skinframe->hasalpha = true;
3544                                 break;
3545                         }
3546                 }
3547                 if (r_loadfog && skinframe->hasalpha)
3548                 {
3549                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3550                         memcpy(fogpixels, skindata, width * height * 4);
3551                         for (i = 0;i < width * height * 4;i += 4)
3552                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3553                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3554                         Mem_Free(fogpixels);
3555                 }
3556         }
3557
3558         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3559         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3560
3561         return skinframe;
3562 }
3563
3564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3565 {
3566         int i;
3567         int featuresmask;
3568         skinframe_t *skinframe;
3569
3570         if (cls.state == ca_dedicated)
3571                 return NULL;
3572
3573         // if already loaded just return it, otherwise make a new skinframe
3574         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3575         if (skinframe && skinframe->base)
3576                 return skinframe;
3577         textureflags &= ~TEXF_FORCE_RELOAD;
3578
3579         skinframe->stain = NULL;
3580         skinframe->merged = NULL;
3581         skinframe->base = NULL;
3582         skinframe->pants = NULL;
3583         skinframe->shirt = NULL;
3584         skinframe->nmap = NULL;
3585         skinframe->gloss = NULL;
3586         skinframe->glow = NULL;
3587         skinframe->fog = NULL;
3588         skinframe->reflect = NULL;
3589         skinframe->hasalpha = false;
3590
3591         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3592         if (!skindata)
3593                 return NULL;
3594
3595         if (developer_loading.integer)
3596                 Con_Printf("loading quake skin \"%s\"\n", name);
3597
3598         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3599         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3600         memcpy(skinframe->qpixels, skindata, width*height);
3601         skinframe->qwidth = width;
3602         skinframe->qheight = height;
3603
3604         featuresmask = 0;
3605         for (i = 0;i < width * height;i++)
3606                 featuresmask |= palette_featureflags[skindata[i]];
3607
3608         skinframe->hasalpha = false;
3609         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3610         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3611         skinframe->qgeneratemerged = true;
3612         skinframe->qgeneratebase = skinframe->qhascolormapping;
3613         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3614
3615         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3616         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3617
3618         return skinframe;
3619 }
3620
3621 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3622 {
3623         int width;
3624         int height;
3625         unsigned char *skindata;
3626
3627         if (!skinframe->qpixels)
3628                 return;
3629
3630         if (!skinframe->qhascolormapping)
3631                 colormapped = false;
3632
3633         if (colormapped)
3634         {
3635                 if (!skinframe->qgeneratebase)
3636                         return;
3637         }
3638         else
3639         {
3640                 if (!skinframe->qgeneratemerged)
3641                         return;
3642         }
3643
3644         width = skinframe->qwidth;
3645         height = skinframe->qheight;
3646         skindata = skinframe->qpixels;
3647
3648         if (skinframe->qgeneratenmap)
3649         {
3650                 unsigned char *temp1, *temp2;
3651                 skinframe->qgeneratenmap = false;
3652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653                 temp2 = temp1 + width * height * 4;
3654                 // use either a custom palette or the quake palette
3655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3658                 Mem_Free(temp1);
3659         }
3660
3661         if (skinframe->qgenerateglow)
3662         {
3663                 skinframe->qgenerateglow = false;
3664                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3665         }
3666
3667         if (colormapped)
3668         {
3669                 skinframe->qgeneratebase = false;
3670                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3671                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3672                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3673         }
3674         else
3675         {
3676                 skinframe->qgeneratemerged = false;
3677                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3678         }
3679
3680         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3681         {
3682                 Mem_Free(skinframe->qpixels);
3683                 skinframe->qpixels = NULL;
3684         }
3685 }
3686
3687 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3688 {
3689         int i;
3690         skinframe_t *skinframe;
3691
3692         if (cls.state == ca_dedicated)
3693                 return NULL;
3694
3695         // if already loaded just return it, otherwise make a new skinframe
3696         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3697         if (skinframe && skinframe->base)
3698                 return skinframe;
3699         textureflags &= ~TEXF_FORCE_RELOAD;
3700
3701         skinframe->stain = NULL;
3702         skinframe->merged = NULL;
3703         skinframe->base = NULL;
3704         skinframe->pants = NULL;
3705         skinframe->shirt = NULL;
3706         skinframe->nmap = NULL;
3707         skinframe->gloss = NULL;
3708         skinframe->glow = NULL;
3709         skinframe->fog = NULL;
3710         skinframe->reflect = NULL;
3711         skinframe->hasalpha = false;
3712
3713         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3714         if (!skindata)
3715                 return NULL;
3716
3717         if (developer_loading.integer)
3718                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3719
3720         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3721         if (textureflags & TEXF_ALPHA)
3722         {
3723                 for (i = 0;i < width * height;i++)
3724                 {
3725                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3726                         {
3727                                 skinframe->hasalpha = true;
3728                                 break;
3729                         }
3730                 }
3731                 if (r_loadfog && skinframe->hasalpha)
3732                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3733         }
3734
3735         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3736         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3737
3738         return skinframe;
3739 }
3740
3741 skinframe_t *R_SkinFrame_LoadMissing(void)
3742 {
3743         skinframe_t *skinframe;
3744
3745         if (cls.state == ca_dedicated)
3746                 return NULL;
3747
3748         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3749         skinframe->stain = NULL;
3750         skinframe->merged = NULL;
3751         skinframe->base = NULL;
3752         skinframe->pants = NULL;
3753         skinframe->shirt = NULL;
3754         skinframe->nmap = NULL;
3755         skinframe->gloss = NULL;
3756         skinframe->glow = NULL;
3757         skinframe->fog = NULL;
3758         skinframe->reflect = NULL;
3759         skinframe->hasalpha = false;
3760
3761         skinframe->avgcolor[0] = rand() / RAND_MAX;
3762         skinframe->avgcolor[1] = rand() / RAND_MAX;
3763         skinframe->avgcolor[2] = rand() / RAND_MAX;
3764         skinframe->avgcolor[3] = 1;
3765
3766         return skinframe;
3767 }
3768
3769 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3770 typedef struct suffixinfo_s
3771 {
3772         const char *suffix;
3773         qboolean flipx, flipy, flipdiagonal;
3774 }
3775 suffixinfo_t;
3776 static suffixinfo_t suffix[3][6] =
3777 {
3778         {
3779                 {"px",   false, false, false},
3780                 {"nx",   false, false, false},
3781                 {"py",   false, false, false},
3782                 {"ny",   false, false, false},
3783                 {"pz",   false, false, false},
3784                 {"nz",   false, false, false}
3785         },
3786         {
3787                 {"posx", false, false, false},
3788                 {"negx", false, false, false},
3789                 {"posy", false, false, false},
3790                 {"negy", false, false, false},
3791                 {"posz", false, false, false},
3792                 {"negz", false, false, false}
3793         },
3794         {
3795                 {"rt",    true, false,  true},
3796                 {"lf",   false,  true,  true},
3797                 {"ft",    true,  true, false},
3798                 {"bk",   false, false, false},
3799                 {"up",    true, false,  true},
3800                 {"dn",    true, false,  true}
3801         }
3802 };
3803
3804 static int componentorder[4] = {0, 1, 2, 3};
3805
3806 rtexture_t *R_LoadCubemap(const char *basename)
3807 {
3808         int i, j, cubemapsize;
3809         unsigned char *cubemappixels, *image_buffer;
3810         rtexture_t *cubemaptexture;
3811         char name[256];
3812         // must start 0 so the first loadimagepixels has no requested width/height
3813         cubemapsize = 0;
3814         cubemappixels = NULL;
3815         cubemaptexture = NULL;
3816         // keep trying different suffix groups (posx, px, rt) until one loads
3817         for (j = 0;j < 3 && !cubemappixels;j++)
3818         {
3819                 // load the 6 images in the suffix group
3820                 for (i = 0;i < 6;i++)
3821                 {
3822                         // generate an image name based on the base and and suffix
3823                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3824                         // load it
3825                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3826                         {
3827                                 // an image loaded, make sure width and height are equal
3828                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3829                                 {
3830                                         // if this is the first image to load successfully, allocate the cubemap memory
3831                                         if (!cubemappixels && image_width >= 1)
3832                                         {
3833                                                 cubemapsize = image_width;
3834                                                 // note this clears to black, so unavailable sides are black
3835                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3836                                         }
3837                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3838                                         if (cubemappixels)
3839                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3840                                 }
3841                                 else
3842                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3843                                 // free the image
3844                                 Mem_Free(image_buffer);
3845                         }
3846                 }
3847         }
3848         // if a cubemap loaded, upload it
3849         if (cubemappixels)
3850         {
3851                 if (developer_loading.integer)
3852                         Con_Printf("loading cubemap \"%s\"\n", basename);
3853
3854                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3855                 Mem_Free(cubemappixels);
3856         }
3857         else
3858         {
3859                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3860                 if (developer_loading.integer)
3861                 {
3862                         Con_Printf("(tried tried images ");
3863                         for (j = 0;j < 3;j++)
3864                                 for (i = 0;i < 6;i++)
3865                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3866                         Con_Print(" and was unable to find any of them).\n");
3867                 }
3868         }
3869         return cubemaptexture;
3870 }
3871
3872 rtexture_t *R_GetCubemap(const char *basename)
3873 {
3874         int i;
3875         for (i = 0;i < r_texture_numcubemaps;i++)
3876                 if (r_texture_cubemaps[i] != NULL)
3877                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3878                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3879         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3880                 return r_texture_whitecube;
3881         r_texture_numcubemaps++;
3882         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3883         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3884         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3885         return r_texture_cubemaps[i]->texture;
3886 }
3887
3888 void R_FreeCubemap(const char *basename)
3889 {
3890         int i;
3891
3892         for (i = 0;i < r_texture_numcubemaps;i++)
3893         {
3894                 if (r_texture_cubemaps[i] != NULL)
3895                 {
3896                         if (r_texture_cubemaps[i]->texture)
3897                         {
3898                                 if (developer_loading.integer)
3899                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3900                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3901                                 Mem_Free(r_texture_cubemaps[i]);
3902                                 r_texture_cubemaps[i] = NULL;
3903                         }
3904                 }
3905         }
3906 }
3907
3908 void R_FreeCubemaps(void)
3909 {
3910         int i;
3911         for (i = 0;i < r_texture_numcubemaps;i++)
3912         {
3913                 if (developer_loading.integer)
3914                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3915                 if (r_texture_cubemaps[i] != NULL)
3916                 {
3917                         if (r_texture_cubemaps[i]->texture)
3918                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3919                         Mem_Free(r_texture_cubemaps[i]);
3920                 }
3921         }
3922         r_texture_numcubemaps = 0;
3923 }
3924
3925 void R_Main_FreeViewCache(void)
3926 {
3927         if (r_refdef.viewcache.entityvisible)
3928                 Mem_Free(r_refdef.viewcache.entityvisible);
3929         if (r_refdef.viewcache.world_pvsbits)
3930                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3931         if (r_refdef.viewcache.world_leafvisible)
3932                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3933         if (r_refdef.viewcache.world_surfacevisible)
3934                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3935         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3936 }
3937
3938 void R_Main_ResizeViewCache(void)
3939 {
3940         int numentities = r_refdef.scene.numentities;
3941         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3942         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3943         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3944         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3945         if (r_refdef.viewcache.maxentities < numentities)
3946         {
3947                 r_refdef.viewcache.maxentities = numentities;
3948                 if (r_refdef.viewcache.entityvisible)
3949                         Mem_Free(r_refdef.viewcache.entityvisible);
3950                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3951         }
3952         if (r_refdef.viewcache.world_numclusters != numclusters)
3953         {
3954                 r_refdef.viewcache.world_numclusters = numclusters;
3955                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3956                 if (r_refdef.viewcache.world_pvsbits)
3957                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3958                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3959         }
3960         if (r_refdef.viewcache.world_numleafs != numleafs)
3961         {
3962                 r_refdef.viewcache.world_numleafs = numleafs;
3963                 if (r_refdef.viewcache.world_leafvisible)
3964                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3965                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3966         }
3967         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3968         {
3969                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3970                 if (r_refdef.viewcache.world_surfacevisible)
3971                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3973         }
3974 }
3975
3976 extern rtexture_t *loadingscreentexture;
3977 void gl_main_start(void)
3978 {
3979         loadingscreentexture = NULL;
3980         r_texture_blanknormalmap = NULL;
3981         r_texture_white = NULL;
3982         r_texture_grey128 = NULL;
3983         r_texture_black = NULL;
3984         r_texture_whitecube = NULL;
3985         r_texture_normalizationcube = NULL;
3986         r_texture_fogattenuation = NULL;
3987         r_texture_fogheighttexture = NULL;
3988         r_texture_gammaramps = NULL;
3989         r_texture_numcubemaps = 0;
3990
3991         r_loaddds = r_texture_dds_load.integer != 0;
3992         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3993
3994         switch(vid.renderpath)
3995         {
3996         case RENDERPATH_GL20:
3997         case RENDERPATH_D3D9:
3998         case RENDERPATH_D3D10:
3999         case RENDERPATH_D3D11:
4000         case RENDERPATH_SOFT:
4001         case RENDERPATH_GLES2:
4002                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4003                 Cvar_SetValueQuick(&gl_combine, 1);
4004                 Cvar_SetValueQuick(&r_glsl, 1);
4005                 r_loadnormalmap = true;
4006                 r_loadgloss = true;
4007                 r_loadfog = false;
4008                 break;
4009         case RENDERPATH_GL13:
4010         case RENDERPATH_GLES1:
4011                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4012                 Cvar_SetValueQuick(&gl_combine, 1);
4013                 Cvar_SetValueQuick(&r_glsl, 0);
4014                 r_loadnormalmap = false;
4015                 r_loadgloss = false;
4016                 r_loadfog = true;
4017                 break;
4018         case RENDERPATH_GL11:
4019                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4020                 Cvar_SetValueQuick(&gl_combine, 0);
4021                 Cvar_SetValueQuick(&r_glsl, 0);
4022                 r_loadnormalmap = false;
4023                 r_loadgloss = false;
4024                 r_loadfog = true;
4025                 break;
4026         }
4027
4028         R_AnimCache_Free();
4029         R_FrameData_Reset();
4030
4031         r_numqueries = 0;
4032         r_maxqueries = 0;
4033         memset(r_queries, 0, sizeof(r_queries));
4034
4035         r_qwskincache = NULL;
4036         r_qwskincache_size = 0;
4037
4038         // due to caching of texture_t references, the collision cache must be reset
4039         Collision_Cache_Reset(true);
4040
4041         // set up r_skinframe loading system for textures
4042         memset(&r_skinframe, 0, sizeof(r_skinframe));
4043         r_skinframe.loadsequence = 1;
4044         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4045
4046         r_main_texturepool = R_AllocTexturePool();
4047         R_BuildBlankTextures();
4048         R_BuildNoTexture();
4049         if (vid.support.arb_texture_cube_map)
4050         {
4051                 R_BuildWhiteCube();
4052                 R_BuildNormalizationCube();
4053         }
4054         r_texture_fogattenuation = NULL;
4055         r_texture_fogheighttexture = NULL;
4056         r_texture_gammaramps = NULL;
4057         //r_texture_fogintensity = NULL;
4058         memset(&r_fb, 0, sizeof(r_fb));
4059         r_glsl_permutation = NULL;
4060         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4061         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4062         glslshaderstring = NULL;
4063 #ifdef SUPPORTD3D
4064         r_hlsl_permutation = NULL;
4065         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4066         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4067 #endif
4068         hlslshaderstring = NULL;
4069         memset(&r_svbsp, 0, sizeof (r_svbsp));
4070
4071         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4072         r_texture_numcubemaps = 0;
4073
4074         r_refdef.fogmasktable_density = 0;
4075 }
4076
4077 void gl_main_shutdown(void)
4078 {
4079         R_AnimCache_Free();
4080         R_FrameData_Reset();
4081
4082         R_Main_FreeViewCache();
4083
4084         switch(vid.renderpath)
4085         {
4086         case RENDERPATH_GL11:
4087         case RENDERPATH_GL13:
4088         case RENDERPATH_GL20:
4089         case RENDERPATH_GLES1:
4090         case RENDERPATH_GLES2:
4091 #ifdef GL_SAMPLES_PASSED_ARB
4092                 if (r_maxqueries)
4093                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4094 #endif
4095                 break;
4096         case RENDERPATH_D3D9:
4097                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4098                 break;
4099         case RENDERPATH_D3D10:
4100                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4101                 break;
4102         case RENDERPATH_D3D11:
4103                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4104                 break;
4105         case RENDERPATH_SOFT:
4106                 break;
4107         }
4108
4109         r_numqueries = 0;
4110         r_maxqueries = 0;
4111         memset(r_queries, 0, sizeof(r_queries));
4112
4113         r_qwskincache = NULL;
4114         r_qwskincache_size = 0;
4115
4116         // clear out the r_skinframe state
4117         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4118         memset(&r_skinframe, 0, sizeof(r_skinframe));
4119
4120         if (r_svbsp.nodes)
4121                 Mem_Free(r_svbsp.nodes);
4122         memset(&r_svbsp, 0, sizeof (r_svbsp));
4123         R_FreeTexturePool(&r_main_texturepool);
4124         loadingscreentexture = NULL;
4125         r_texture_blanknormalmap = NULL;
4126         r_texture_white = NULL;
4127         r_texture_grey128 = NULL;
4128         r_texture_black = NULL;
4129         r_texture_whitecube = NULL;
4130         r_texture_normalizationcube = NULL;
4131         r_texture_fogattenuation = NULL;
4132         r_texture_fogheighttexture = NULL;
4133         r_texture_gammaramps = NULL;
4134         r_texture_numcubemaps = 0;
4135         //r_texture_fogintensity = NULL;
4136         memset(&r_fb, 0, sizeof(r_fb));
4137         R_GLSL_Restart_f();
4138
4139         r_glsl_permutation = NULL;
4140         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4141         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4142         glslshaderstring = NULL;
4143 #ifdef SUPPORTD3D
4144         r_hlsl_permutation = NULL;
4145         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4146         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4147 #endif
4148         hlslshaderstring = NULL;
4149 }
4150
4151 extern void CL_ParseEntityLump(char *entitystring);
4152 void gl_main_newmap(void)
4153 {
4154         // FIXME: move this code to client
4155         char *entities, entname[MAX_QPATH];
4156         if (r_qwskincache)
4157                 Mem_Free(r_qwskincache);
4158         r_qwskincache = NULL;
4159         r_qwskincache_size = 0;
4160         if (cl.worldmodel)
4161         {
4162                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4163                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4164                 {
4165                         CL_ParseEntityLump(entities);
4166                         Mem_Free(entities);
4167                         return;
4168                 }
4169                 if (cl.worldmodel->brush.entities)
4170                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4171         }
4172         R_Main_FreeViewCache();
4173
4174         R_FrameData_Reset();
4175 }
4176
4177 void GL_Main_Init(void)
4178 {
4179         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4180
4181         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4182         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4183         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4184         if (gamemode == GAME_NEHAHRA)
4185         {
4186                 Cvar_RegisterVariable (&gl_fogenable);
4187                 Cvar_RegisterVariable (&gl_fogdensity);
4188                 Cvar_RegisterVariable (&gl_fogred);
4189                 Cvar_RegisterVariable (&gl_foggreen);
4190                 Cvar_RegisterVariable (&gl_fogblue);
4191                 Cvar_RegisterVariable (&gl_fogstart);
4192                 Cvar_RegisterVariable (&gl_fogend);
4193                 Cvar_RegisterVariable (&gl_skyclip);
4194         }
4195         Cvar_RegisterVariable(&r_motionblur);
4196         Cvar_RegisterVariable(&r_damageblur);
4197         Cvar_RegisterVariable(&r_motionblur_averaging);
4198         Cvar_RegisterVariable(&r_motionblur_randomize);
4199         Cvar_RegisterVariable(&r_motionblur_minblur);
4200         Cvar_RegisterVariable(&r_motionblur_maxblur);
4201         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4202         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4203         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4204         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4205         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4206         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4207         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4208         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4209         Cvar_RegisterVariable(&r_equalize_entities_by);
4210         Cvar_RegisterVariable(&r_equalize_entities_to);
4211         Cvar_RegisterVariable(&r_depthfirst);
4212         Cvar_RegisterVariable(&r_useinfinitefarclip);
4213         Cvar_RegisterVariable(&r_farclip_base);
4214         Cvar_RegisterVariable(&r_farclip_world);
4215         Cvar_RegisterVariable(&r_nearclip);
4216         Cvar_RegisterVariable(&r_deformvertexes);
4217         Cvar_RegisterVariable(&r_transparent);
4218         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4219         Cvar_RegisterVariable(&r_showoverdraw);
4220         Cvar_RegisterVariable(&r_showbboxes);
4221         Cvar_RegisterVariable(&r_showsurfaces);
4222         Cvar_RegisterVariable(&r_showtris);
4223         Cvar_RegisterVariable(&r_shownormals);
4224         Cvar_RegisterVariable(&r_showlighting);
4225         Cvar_RegisterVariable(&r_showshadowvolumes);
4226         Cvar_RegisterVariable(&r_showcollisionbrushes);
4227         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4229         Cvar_RegisterVariable(&r_showdisabledepthtest);
4230         Cvar_RegisterVariable(&r_drawportals);
4231         Cvar_RegisterVariable(&r_drawentities);
4232         Cvar_RegisterVariable(&r_draw2d);
4233         Cvar_RegisterVariable(&r_drawworld);
4234         Cvar_RegisterVariable(&r_cullentities_trace);
4235         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4236         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4237         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4238         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4239         Cvar_RegisterVariable(&r_sortentities);
4240         Cvar_RegisterVariable(&r_drawviewmodel);
4241         Cvar_RegisterVariable(&r_drawexteriormodel);
4242         Cvar_RegisterVariable(&r_speeds);
4243         Cvar_RegisterVariable(&r_fullbrights);
4244         Cvar_RegisterVariable(&r_wateralpha);
4245         Cvar_RegisterVariable(&r_dynamic);
4246         Cvar_RegisterVariable(&r_fakelight);
4247         Cvar_RegisterVariable(&r_fakelight_intensity);
4248         Cvar_RegisterVariable(&r_fullbright);
4249         Cvar_RegisterVariable(&r_shadows);
4250         Cvar_RegisterVariable(&r_shadows_darken);
4251         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4252         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4253         Cvar_RegisterVariable(&r_shadows_throwdistance);
4254         Cvar_RegisterVariable(&r_shadows_throwdirection);
4255         Cvar_RegisterVariable(&r_shadows_focus);
4256         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4257         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4258         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4259         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4260         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4261         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4262         Cvar_RegisterVariable(&r_fog_exp2);
4263         Cvar_RegisterVariable(&r_fog_clear);
4264         Cvar_RegisterVariable(&r_drawfog);
4265         Cvar_RegisterVariable(&r_transparentdepthmasking);
4266         Cvar_RegisterVariable(&r_transparent_sortmindist);
4267         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4268         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4269         Cvar_RegisterVariable(&r_texture_dds_load);
4270         Cvar_RegisterVariable(&r_texture_dds_save);
4271         Cvar_RegisterVariable(&r_textureunits);
4272         Cvar_RegisterVariable(&gl_combine);
4273         Cvar_RegisterVariable(&r_viewfbo);
4274         Cvar_RegisterVariable(&r_viewscale);
4275         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4276         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4277         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4278         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4279         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4280         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4281         Cvar_RegisterVariable(&r_glsl);
4282         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4283         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4284         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4285         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4286         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4287         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4288         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4289         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4290         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4291         Cvar_RegisterVariable(&r_glsl_postprocess);
4292         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4293         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4294         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4295         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4296         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4297         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4298         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4299         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4300
4301         Cvar_RegisterVariable(&r_water);
4302         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4303         Cvar_RegisterVariable(&r_water_clippingplanebias);
4304         Cvar_RegisterVariable(&r_water_refractdistort);
4305         Cvar_RegisterVariable(&r_water_reflectdistort);
4306         Cvar_RegisterVariable(&r_water_scissormode);
4307         Cvar_RegisterVariable(&r_water_lowquality);
4308         Cvar_RegisterVariable(&r_water_hideplayer);
4309         Cvar_RegisterVariable(&r_water_fbo);
4310
4311         Cvar_RegisterVariable(&r_lerpsprites);
4312         Cvar_RegisterVariable(&r_lerpmodels);
4313         Cvar_RegisterVariable(&r_lerplightstyles);
4314         Cvar_RegisterVariable(&r_waterscroll);
4315         Cvar_RegisterVariable(&r_bloom);
4316         Cvar_RegisterVariable(&r_bloom_colorscale);
4317         Cvar_RegisterVariable(&r_bloom_brighten);
4318         Cvar_RegisterVariable(&r_bloom_blur);
4319         Cvar_RegisterVariable(&r_bloom_resolution);
4320         Cvar_RegisterVariable(&r_bloom_colorexponent);
4321         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4322         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4323         Cvar_RegisterVariable(&r_hdr_glowintensity);
4324         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4325         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4326         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4327         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4328         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4329         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4330         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4331         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4332         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4333         Cvar_RegisterVariable(&developer_texturelogging);
4334         Cvar_RegisterVariable(&gl_lightmaps);
4335         Cvar_RegisterVariable(&r_test);
4336         Cvar_RegisterVariable(&r_glsl_saturation);
4337         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4338         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4339         Cvar_RegisterVariable(&r_framedatasize);
4340         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4341                 Cvar_SetValue("r_fullbrights", 0);
4342         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4343 }
4344
4345 extern void R_Textures_Init(void);
4346 extern void GL_Draw_Init(void);
4347 extern void GL_Main_Init(void);
4348 extern void R_Shadow_Init(void);
4349 extern void R_Sky_Init(void);
4350 extern void GL_Surf_Init(void);
4351 extern void R_Particles_Init(void);
4352 extern void R_Explosion_Init(void);
4353 extern void gl_backend_init(void);
4354 extern void Sbar_Init(void);
4355 extern void R_LightningBeams_Init(void);
4356 extern void Mod_RenderInit(void);
4357 extern void Font_Init(void);
4358
4359 void Render_Init(void)
4360 {
4361         gl_backend_init();
4362         R_Textures_Init();
4363         GL_Main_Init();
4364         Font_Init();
4365         GL_Draw_Init();
4366         R_Shadow_Init();
4367         R_Sky_Init();
4368         GL_Surf_Init();
4369         Sbar_Init();
4370         R_Particles_Init();
4371         R_Explosion_Init();
4372         R_LightningBeams_Init();
4373         Mod_RenderInit();
4374 }
4375
4376 /*
4377 ===============
4378 GL_Init
4379 ===============
4380 */
4381 #ifndef USE_GLES2
4382 extern char *ENGINE_EXTENSIONS;
4383 void GL_Init (void)
4384 {
4385         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4386         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4387         gl_version = (const char *)qglGetString(GL_VERSION);
4388         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4389
4390         if (!gl_extensions)
4391                 gl_extensions = "";
4392         if (!gl_platformextensions)
4393                 gl_platformextensions = "";
4394
4395         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4396         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4397         Con_Printf("GL_VERSION: %s\n", gl_version);
4398         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4399         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4400
4401         VID_CheckExtensions();
4402
4403         // LordHavoc: report supported extensions
4404         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4405
4406         // clear to black (loading plaque will be seen over this)
4407         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4408 }
4409 #endif
4410
4411 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4412 {
4413         int i;
4414         mplane_t *p;
4415         if (r_trippy.integer)
4416                 return false;
4417         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4418         {
4419                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4420                 if (i == 4)
4421                         continue;
4422                 p = r_refdef.view.frustum + i;
4423                 switch(p->signbits)
4424                 {
4425                 default:
4426                 case 0:
4427                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4428                                 return true;
4429                         break;
4430                 case 1:
4431                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432                                 return true;
4433                         break;
4434                 case 2:
4435                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4436                                 return true;
4437                         break;
4438                 case 3:
4439                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440                                 return true;
4441                         break;
4442                 case 4:
4443                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4444                                 return true;
4445                         break;
4446                 case 5:
4447                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448                                 return true;
4449                         break;
4450                 case 6:
4451                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4452                                 return true;
4453                         break;
4454                 case 7:
4455                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456                                 return true;
4457                         break;
4458                 }
4459         }
4460         return false;
4461 }
4462
4463 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4464 {
4465         int i;
4466         const mplane_t *p;
4467         if (r_trippy.integer)
4468                 return false;
4469         for (i = 0;i < numplanes;i++)
4470         {
4471                 p = planes + i;
4472                 switch(p->signbits)
4473                 {
4474                 default:
4475                 case 0:
4476                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4477                                 return true;
4478                         break;
4479                 case 1:
4480                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4481                                 return true;
4482                         break;
4483                 case 2:
4484                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4485                                 return true;
4486                         break;
4487                 case 3:
4488                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4489                                 return true;
4490                         break;
4491                 case 4:
4492                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4493                                 return true;
4494                         break;
4495                 case 5:
4496                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4497                                 return true;
4498                         break;
4499                 case 6:
4500                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4501                                 return true;
4502                         break;
4503                 case 7:
4504                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4505                                 return true;
4506                         break;
4507                 }
4508         }
4509         return false;
4510 }
4511
4512 //==================================================================================
4513
4514 // LordHavoc: this stores temporary data used within the same frame
4515
4516 typedef struct r_framedata_mem_s
4517 {
4518         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4519         size_t size; // how much usable space
4520         size_t current; // how much space in use
4521         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4522         size_t wantedsize; // how much space was allocated
4523         unsigned char *data; // start of real data (16byte aligned)
4524 }
4525 r_framedata_mem_t;
4526
4527 static r_framedata_mem_t *r_framedata_mem;
4528
4529 void R_FrameData_Reset(void)
4530 {
4531         while (r_framedata_mem)
4532         {
4533                 r_framedata_mem_t *next = r_framedata_mem->purge;
4534                 Mem_Free(r_framedata_mem);
4535                 r_framedata_mem = next;
4536         }
4537 }
4538
4539 void R_FrameData_Resize(void)
4540 {
4541         size_t wantedsize;
4542         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4543         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4544         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4545         {
4546                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4547                 newmem->wantedsize = wantedsize;
4548                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4549                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4550                 newmem->current = 0;
4551                 newmem->mark = 0;
4552                 newmem->purge = r_framedata_mem;
4553                 r_framedata_mem = newmem;
4554         }
4555 }
4556
4557 void R_FrameData_NewFrame(void)
4558 {
4559         R_FrameData_Resize();
4560         if (!r_framedata_mem)
4561                 return;
4562         // if we ran out of space on the last frame, free the old memory now
4563         while (r_framedata_mem->purge)
4564         {
4565                 // repeatedly remove the second item in the list, leaving only head
4566                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4567                 Mem_Free(r_framedata_mem->purge);
4568                 r_framedata_mem->purge = next;
4569         }
4570         // reset the current mem pointer
4571         r_framedata_mem->current = 0;
4572         r_framedata_mem->mark = 0;
4573 }
4574
4575 void *R_FrameData_Alloc(size_t size)
4576 {
4577         void *data;
4578
4579         // align to 16 byte boundary - the data pointer is already aligned, so we
4580         // only need to ensure the size of every allocation is also aligned
4581         size = (size + 15) & ~15;
4582
4583         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4584         {
4585                 // emergency - we ran out of space, allocate more memory
4586                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4587                 R_FrameData_Resize();
4588         }
4589
4590         data = r_framedata_mem->data + r_framedata_mem->current;
4591         r_framedata_mem->current += size;
4592
4593         // count the usage for stats
4594         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4595         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4596
4597         return (void *)data;
4598 }
4599
4600 void *R_FrameData_Store(size_t size, void *data)
4601 {
4602         void *d = R_FrameData_Alloc(size);
4603         if (d && data)
4604                 memcpy(d, data, size);
4605         return d;
4606 }
4607
4608 void R_FrameData_SetMark(void)
4609 {
4610         if (!r_framedata_mem)
4611                 return;
4612         r_framedata_mem->mark = r_framedata_mem->current;
4613 }
4614
4615 void R_FrameData_ReturnToMark(void)
4616 {
4617         if (!r_framedata_mem)
4618                 return;
4619         r_framedata_mem->current = r_framedata_mem->mark;
4620 }
4621
4622 //==================================================================================
4623
4624 // LordHavoc: animcache originally written by Echon, rewritten since then
4625
4626 /**
4627  * Animation cache prevents re-generating mesh data for an animated model
4628  * multiple times in one frame for lighting, shadowing, reflections, etc.
4629  */
4630
4631 void R_AnimCache_Free(void)
4632 {
4633 }
4634
4635 void R_AnimCache_ClearCache(void)
4636 {
4637         int i;
4638         entity_render_t *ent;
4639
4640         for (i = 0;i < r_refdef.scene.numentities;i++)
4641         {
4642                 ent = r_refdef.scene.entities[i];
4643                 ent->animcache_vertex3f = NULL;
4644                 ent->animcache_normal3f = NULL;
4645                 ent->animcache_svector3f = NULL;
4646                 ent->animcache_tvector3f = NULL;
4647                 ent->animcache_vertexmesh = NULL;
4648                 ent->animcache_vertex3fbuffer = NULL;
4649                 ent->animcache_vertexmeshbuffer = NULL;
4650         }
4651 }
4652
4653 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4654 {
4655         int i;
4656
4657         // check if we need the meshbuffers
4658         if (!vid.useinterleavedarrays)
4659                 return;
4660
4661         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4662                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4663         // TODO: upload vertex3f buffer?
4664         if (ent->animcache_vertexmesh)
4665         {
4666                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4667                 for (i = 0;i < numvertices;i++)
4668                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4669                 if (ent->animcache_svector3f)
4670                         for (i = 0;i < numvertices;i++)
4671                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4672                 if (ent->animcache_tvector3f)
4673                         for (i = 0;i < numvertices;i++)
4674                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4675                 if (ent->animcache_normal3f)
4676                         for (i = 0;i < numvertices;i++)
4677                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4678                 // TODO: upload vertexmeshbuffer?
4679         }
4680 }
4681
4682 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4683 {
4684         dp_model_t *model = ent->model;
4685         int numvertices;
4686         // see if it's already cached this frame
4687         if (ent->animcache_vertex3f)
4688         {
4689                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4690                 if (wantnormals || wanttangents)
4691                 {
4692                         if (ent->animcache_normal3f)
4693                                 wantnormals = false;
4694                         if (ent->animcache_svector3f)
4695                                 wanttangents = false;
4696                         if (wantnormals || wanttangents)
4697                         {
4698                                 numvertices = model->surfmesh.num_vertices;
4699                                 if (wantnormals)
4700                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4701                                 if (wanttangents)
4702                                 {
4703                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4704                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4705                                 }
4706                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4707                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4708                         }
4709                 }
4710         }
4711         else
4712         {
4713                 // see if this ent is worth caching
4714                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4715                         return false;
4716                 // get some memory for this entity and generate mesh data
4717                 numvertices = model->surfmesh.num_vertices;
4718                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4719                 if (wantnormals)
4720                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4721                 if (wanttangents)
4722                 {
4723                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4724                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725                 }
4726                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4727                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4728         }
4729         return true;
4730 }
4731
4732 void R_AnimCache_CacheVisibleEntities(void)
4733 {
4734         int i;
4735         qboolean wantnormals = true;
4736         qboolean wanttangents = !r_showsurfaces.integer;
4737
4738         switch(vid.renderpath)
4739         {
4740         case RENDERPATH_GL20:
4741         case RENDERPATH_D3D9:
4742         case RENDERPATH_D3D10:
4743         case RENDERPATH_D3D11:
4744         case RENDERPATH_GLES2:
4745                 break;
4746         case RENDERPATH_GL11:
4747         case RENDERPATH_GL13:
4748         case RENDERPATH_GLES1:
4749                 wanttangents = false;
4750                 break;
4751         case RENDERPATH_SOFT:
4752                 break;
4753         }
4754
4755         if (r_shownormals.integer)
4756                 wanttangents = wantnormals = true;
4757
4758         // TODO: thread this
4759         // NOTE: R_PrepareRTLights() also caches entities
4760
4761         for (i = 0;i < r_refdef.scene.numentities;i++)
4762                 if (r_refdef.viewcache.entityvisible[i])
4763                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4764 }
4765
4766 //==================================================================================
4767
4768 extern cvar_t r_overheadsprites_pushback;
4769
4770 static void R_View_UpdateEntityLighting (void)
4771 {
4772         int i;
4773         entity_render_t *ent;
4774         vec3_t tempdiffusenormal, avg;
4775         vec_t f, fa, fd, fdd;
4776         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4777
4778         for (i = 0;i < r_refdef.scene.numentities;i++)
4779         {
4780                 ent = r_refdef.scene.entities[i];
4781
4782                 // skip unseen models and models that updated by CSQC
4783                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4784                         continue;
4785
4786                 // skip bsp models
4787                 if (ent->model && ent->model->brush.num_leafs)
4788                 {
4789                         // TODO: use modellight for r_ambient settings on world?
4790                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4791                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4792                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4793                         continue;
4794                 }
4795
4796                 // fetch the lighting from the worldmodel data
4797                 VectorClear(ent->modellight_ambient);
4798                 VectorClear(ent->modellight_diffuse);
4799                 VectorClear(tempdiffusenormal);
4800                 if (ent->flags & RENDER_LIGHT)
4801                 {
4802                         vec3_t org;
4803                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4804
4805                         // complete lightning for lit sprites
4806                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4807                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4808                         {
4809                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4810                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4811                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4812                         }
4813                         else
4814                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4815
4816                         if(ent->flags & RENDER_EQUALIZE)
4817                         {
4818                                 // first fix up ambient lighting...
4819                                 if(r_equalize_entities_minambient.value > 0)
4820                                 {
4821                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4822                                         if(fd > 0)
4823                                         {
4824                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4825                                                 if(fa < r_equalize_entities_minambient.value * fd)
4826                                                 {
4827                                                         // solve:
4828                                                         //   fa'/fd' = minambient
4829                                                         //   fa'+0.25*fd' = fa+0.25*fd
4830                                                         //   ...
4831                                                         //   fa' = fd' * minambient
4832                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4833                                                         //   ...
4834                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4835                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4836                                                         //   ...
4837                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4838                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4839                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4840                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4841                                                 }
4842                                         }
4843                                 }
4844
4845                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4846                                 {
4847                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4848                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4849                                         f = fa + 0.25 * fd;
4850                                         if(f > 0)
4851                                         {
4852                                                 // adjust brightness and saturation to target
4853                                                 avg[0] = avg[1] = avg[2] = fa / f;
4854                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4855                                                 avg[0] = avg[1] = avg[2] = fd / f;
4856                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4857                                         }
4858                                 }
4859                         }
4860                 }
4861                 else // highly rare
4862                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4863
4864                 // move the light direction into modelspace coordinates for lighting code
4865                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4866                 if(VectorLength2(ent->modellight_lightdir) == 0)
4867                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4868                 VectorNormalize(ent->modellight_lightdir);
4869         }
4870 }
4871
4872 #define MAX_LINEOFSIGHTTRACES 64
4873
4874 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4875 {
4876         int i;
4877         vec3_t boxmins, boxmaxs;
4878         vec3_t start;
4879         vec3_t end;
4880         dp_model_t *model = r_refdef.scene.worldmodel;
4881
4882         if (!model || !model->brush.TraceLineOfSight)
4883                 return true;
4884
4885         // expand the box a little
4886         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4887         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4888         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4889         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4890         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4891         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4892
4893         // return true if eye is inside enlarged box
4894         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4895                 return true;
4896
4897         // try center
4898         VectorCopy(eye, start);
4899         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4900         if (model->brush.TraceLineOfSight(model, start, end))
4901                 return true;
4902
4903         // try various random positions
4904         for (i = 0;i < numsamples;i++)
4905         {
4906                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4907                 if (model->brush.TraceLineOfSight(model, start, end))
4908                         return true;
4909         }
4910
4911         return false;
4912 }
4913
4914
4915 static void R_View_UpdateEntityVisible (void)
4916 {
4917         int i;
4918         int renderimask;
4919         int samples;
4920         entity_render_t *ent;
4921
4922         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4923                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4924                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
4925                 :                                                          RENDER_EXTERIORMODEL;
4926         if (!r_drawviewmodel.integer)
4927                 renderimask |= RENDER_VIEWMODEL;
4928         if (!r_drawexteriormodel.integer)
4929                 renderimask |= RENDER_EXTERIORMODEL;
4930         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4931         {
4932                 // worldmodel can check visibility
4933                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4934                 for (i = 0;i < r_refdef.scene.numentities;i++)
4935                 {
4936                         ent = r_refdef.scene.entities[i];
4937                         if (!(ent->flags & renderimask))
4938                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4939                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4940                                 r_refdef.viewcache.entityvisible[i] = true;
4941                 }
4942         }
4943         else
4944         {
4945                 // no worldmodel or it can't check visibility
4946                 for (i = 0;i < r_refdef.scene.numentities;i++)
4947                 {
4948                         ent = r_refdef.scene.entities[i];
4949                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4950                 }
4951         }
4952         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4953                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4954         {
4955                 for (i = 0;i < r_refdef.scene.numentities;i++)
4956                 {
4957                         if (!r_refdef.viewcache.entityvisible[i])
4958                                 continue;
4959                         ent = r_refdef.scene.entities[i];
4960                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4961                         {
4962                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4963                                 if (samples < 0)
4964                                         continue; // temp entities do pvs only
4965                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4966                                         ent->last_trace_visibility = realtime;
4967                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4968                                         r_refdef.viewcache.entityvisible[i] = 0;
4969                         }
4970                 }
4971         }
4972 }
4973
4974 /// only used if skyrendermasked, and normally returns false
4975 int R_DrawBrushModelsSky (void)
4976 {
4977         int i, sky;
4978         entity_render_t *ent;
4979
4980         sky = false;
4981         for (i = 0;i < r_refdef.scene.numentities;i++)
4982         {
4983                 if (!r_refdef.viewcache.entityvisible[i])
4984                         continue;
4985                 ent = r_refdef.scene.entities[i];
4986                 if (!ent->model || !ent->model->DrawSky)
4987                         continue;
4988                 ent->model->DrawSky(ent);
4989                 sky = true;
4990         }
4991         return sky;
4992 }
4993
4994 static void R_DrawNoModel(entity_render_t *ent);
4995 static void R_DrawModels(void)
4996 {
4997         int i;
4998         entity_render_t *ent;
4999
5000         for (i = 0;i < r_refdef.scene.numentities;i++)
5001         {
5002                 if (!r_refdef.viewcache.entityvisible[i])
5003                         continue;
5004                 ent = r_refdef.scene.entities[i];
5005                 r_refdef.stats.entities++;
5006                 /*
5007                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5008                 {
5009                         vec3_t f, l, u, o;
5010                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5011                         Con_Printf("R_DrawModels\n");
5012                         Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5013                         Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5014                         Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5015                 }
5016                 */
5017                 if (ent->model && ent->model->Draw != NULL)
5018                         ent->model->Draw(ent);
5019                 else
5020                         R_DrawNoModel(ent);
5021         }
5022 }
5023
5024 static void R_DrawModelsDepth(void)
5025 {
5026         int i;
5027         entity_render_t *ent;
5028
5029         for (i = 0;i < r_refdef.scene.numentities;i++)
5030         {
5031                 if (!r_refdef.viewcache.entityvisible[i])
5032                         continue;
5033                 ent = r_refdef.scene.entities[i];
5034                 if (ent->model && ent->model->DrawDepth != NULL)
5035                         ent->model->DrawDepth(ent);
5036         }
5037 }
5038
5039 static void R_DrawModelsDebug(void)
5040 {
5041         int i;
5042         entity_render_t *ent;
5043
5044         for (i = 0;i < r_refdef.scene.numentities;i++)
5045         {
5046                 if (!r_refdef.viewcache.entityvisible[i])
5047                         continue;
5048                 ent = r_refdef.scene.entities[i];
5049                 if (ent->model && ent->model->DrawDebug != NULL)
5050                         ent->model->DrawDebug(ent);
5051         }
5052 }
5053
5054 static void R_DrawModelsAddWaterPlanes(void)
5055 {
5056         int i;
5057         entity_render_t *ent;
5058
5059         for (i = 0;i < r_refdef.scene.numentities;i++)
5060         {
5061                 if (!r_refdef.viewcache.entityvisible[i])
5062                         continue;
5063                 ent = r_refdef.scene.entities[i];
5064                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5065                         ent->model->DrawAddWaterPlanes(ent);
5066         }
5067 }
5068
5069 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5070
5071 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5072 {
5073         if (r_hdr_irisadaptation.integer)
5074         {
5075                 vec3_t p;
5076                 vec3_t ambient;
5077                 vec3_t diffuse;
5078                 vec3_t diffusenormal;
5079                 vec3_t forward;
5080                 vec_t brightness = 0.0f;
5081                 vec_t goal;
5082                 vec_t current;
5083                 vec_t d;
5084                 int c;
5085                 VectorCopy(r_refdef.view.forward, forward);
5086                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5087                 {
5088                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5089                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5090                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5091                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5092                         d = DotProduct(forward, diffusenormal);
5093                         brightness += VectorLength(ambient);
5094                         if (d > 0)
5095                                 brightness += d * VectorLength(diffuse);
5096                 }
5097                 brightness *= 1.0f / c;
5098                 brightness += 0.00001f; // make sure it's never zero
5099                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5100                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5101                 current = r_hdr_irisadaptation_value.value;
5102                 if (current < goal)
5103                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5104                 else if (current > goal)
5105                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5106                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5107                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5108         }
5109         else if (r_hdr_irisadaptation_value.value != 1.0f)
5110                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5111 }
5112
5113 static void R_View_SetFrustum(const int *scissor)
5114 {
5115         int i;
5116         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5117         vec3_t forward, left, up, origin, v;
5118
5119         if(scissor)
5120         {
5121                 // flipped x coordinates (because x points left here)
5122                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5123                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5124
5125                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5126                 switch(vid.renderpath)
5127                 {
5128                         case RENDERPATH_D3D9:
5129                         case RENDERPATH_D3D10:
5130                         case RENDERPATH_D3D11:
5131                                 // non-flipped y coordinates
5132                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5133                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5134                                 break;
5135                         case RENDERPATH_SOFT:
5136                         case RENDERPATH_GL11:
5137                         case RENDERPATH_GL13:
5138                         case RENDERPATH_GL20:
5139                         case RENDERPATH_GLES1:
5140                         case RENDERPATH_GLES2:
5141                                 // non-flipped y coordinates
5142                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5143                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5144                                 break;
5145                 }
5146         }
5147
5148         // we can't trust r_refdef.view.forward and friends in reflected scenes
5149         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5150
5151 #if 0
5152         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5153         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5154         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5155         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5156         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5157         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5158         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5159         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5160         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5161         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5162         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5163         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5164 #endif
5165
5166 #if 0
5167         zNear = r_refdef.nearclip;
5168         nudge = 1.0 - 1.0 / (1<<23);
5169         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5170         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5171         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5172         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5173         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5174         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5175         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5176         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5177 #endif
5178
5179
5180
5181 #if 0
5182         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5183         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5184         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5185         r_refdef.view.frustum[0].dist = m[15] - m[12];
5186
5187         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5188         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5189         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5190         r_refdef.view.frustum[1].dist = m[15] + m[12];
5191
5192         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5193         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5194         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5195         r_refdef.view.frustum[2].dist = m[15] - m[13];
5196
5197         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5198         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5199         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5200         r_refdef.view.frustum[3].dist = m[15] + m[13];
5201
5202         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5203         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5204         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5205         r_refdef.view.frustum[4].dist = m[15] - m[14];
5206
5207         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5208         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5209         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5210         r_refdef.view.frustum[5].dist = m[15] + m[14];
5211 #endif
5212
5213         if (r_refdef.view.useperspective)
5214         {
5215                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5216                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5217                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5218                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5219                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5220
5221                 // then the normals from the corners relative to origin
5222                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5223                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5224                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5225                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5226
5227                 // in a NORMAL view, forward cross left == up
5228                 // in a REFLECTED view, forward cross left == down
5229                 // so our cross products above need to be adjusted for a left handed coordinate system
5230                 CrossProduct(forward, left, v);
5231                 if(DotProduct(v, up) < 0)
5232                 {
5233                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5234                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5235                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5236                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5237                 }
5238
5239                 // Leaving those out was a mistake, those were in the old code, and they
5240                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5241                 // I couldn't reproduce it after adding those normalizations. --blub
5242                 VectorNormalize(r_refdef.view.frustum[0].normal);
5243                 VectorNormalize(r_refdef.view.frustum[1].normal);
5244                 VectorNormalize(r_refdef.view.frustum[2].normal);
5245                 VectorNormalize(r_refdef.view.frustum[3].normal);
5246
5247                 // make the corners absolute
5248                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5249                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5250                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5251                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5252
5253                 // one more normal
5254                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5255
5256                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5257                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5258                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5259                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5260                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5261         }
5262         else
5263         {
5264                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5265                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5266                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5267                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5268                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5269                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5270                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5271                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5272                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5273                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5274         }
5275         r_refdef.view.numfrustumplanes = 5;
5276
5277         if (r_refdef.view.useclipplane)
5278         {
5279                 r_refdef.view.numfrustumplanes = 6;
5280                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5281         }
5282
5283         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5284                 PlaneClassify(r_refdef.view.frustum + i);
5285
5286         // LordHavoc: note to all quake engine coders, Quake had a special case
5287         // for 90 degrees which assumed a square view (wrong), so I removed it,
5288         // Quake2 has it disabled as well.
5289
5290         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5291         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5292         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5293         //PlaneClassify(&frustum[0]);
5294
5295         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5296         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5297         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5298         //PlaneClassify(&frustum[1]);
5299
5300         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5301         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5302         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5303         //PlaneClassify(&frustum[2]);
5304
5305         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5306         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5307         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5308         //PlaneClassify(&frustum[3]);
5309
5310         // nearclip plane
5311         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5312         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5313         //PlaneClassify(&frustum[4]);
5314 }
5315
5316 void R_View_UpdateWithScissor(const int *myscissor)
5317 {
5318         R_Main_ResizeViewCache();
5319         R_View_SetFrustum(myscissor);
5320         R_View_WorldVisibility(r_refdef.view.useclipplane);
5321         R_View_UpdateEntityVisible();
5322         R_View_UpdateEntityLighting();
5323         R_AnimCache_CacheVisibleEntities();
5324 }
5325
5326 void R_View_Update(void)
5327 {
5328         R_Main_ResizeViewCache();
5329         R_View_SetFrustum(NULL);
5330         R_View_WorldVisibility(r_refdef.view.useclipplane);
5331         R_View_UpdateEntityVisible();
5332         R_View_UpdateEntityLighting();
5333         R_AnimCache_CacheVisibleEntities();
5334 }
5335
5336 float viewscalefpsadjusted = 1.0f;
5337
5338 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5339 {
5340         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5341         scale = bound(0.03125f, scale, 1.0f);
5342         *outwidth = (int)ceil(width * scale);
5343         *outheight = (int)ceil(height * scale);
5344 }
5345
5346 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5347 {
5348         const float *customclipplane = NULL;
5349         float plane[4];
5350         int scaledwidth, scaledheight;
5351         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5352         {
5353                 // LordHavoc: couldn't figure out how to make this approach the
5354                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5355                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5356                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5357                         dist = r_refdef.view.clipplane.dist;
5358                 plane[0] = r_refdef.view.clipplane.normal[0];
5359                 plane[1] = r_refdef.view.clipplane.normal[1];
5360                 plane[2] = r_refdef.view.clipplane.normal[2];
5361                 plane[3] = -dist;
5362                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5363         }
5364
5365         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5366         if (!r_refdef.view.useperspective)
5367                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5368         else if (vid.stencil && r_useinfinitefarclip.integer)
5369                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5370         else
5371                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5372         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5373         R_SetViewport(&r_refdef.view.viewport);
5374         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5375         {
5376                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5377                 float screenplane[4];
5378                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5379                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5380                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5381                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5382                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5383         }
5384 }
5385
5386 void R_EntityMatrix(const matrix4x4_t *matrix)
5387 {
5388         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5389         {
5390                 gl_modelmatrixchanged = false;
5391                 gl_modelmatrix = *matrix;
5392                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5393                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5394                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5395                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5396                 CHECKGLERROR
5397                 switch(vid.renderpath)
5398                 {
5399                 case RENDERPATH_D3D9:
5400 #ifdef SUPPORTD3D
5401                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5402                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5403 #endif
5404                         break;
5405                 case RENDERPATH_D3D10:
5406                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5407                         break;
5408                 case RENDERPATH_D3D11:
5409                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5410                         break;
5411                 case RENDERPATH_GL11:
5412                 case RENDERPATH_GL13:
5413                 case RENDERPATH_GLES1:
5414                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5415                         break;
5416                 case RENDERPATH_SOFT:
5417                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5418                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5419                         break;
5420                 case RENDERPATH_GL20:
5421                 case RENDERPATH_GLES2:
5422                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5423                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5424                         break;
5425                 }
5426         }
5427 }
5428
5429 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5430 {
5431         r_viewport_t viewport;
5432         DrawQ_Finish();
5433
5434         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5435         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5436         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5437         R_SetViewport(&viewport);
5438         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5439         GL_Color(1, 1, 1, 1);
5440         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5441         GL_BlendFunc(GL_ONE, GL_ZERO);
5442         GL_ScissorTest(false);
5443         GL_DepthMask(false);
5444         GL_DepthRange(0, 1);
5445         GL_DepthTest(false);
5446         GL_DepthFunc(GL_LEQUAL);
5447         R_EntityMatrix(&identitymatrix);
5448         R_Mesh_ResetTextureState();
5449         GL_PolygonOffset(0, 0);
5450         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5451         switch(vid.renderpath)
5452         {
5453         case RENDERPATH_GL11:
5454         case RENDERPATH_GL13:
5455         case RENDERPATH_GL20:
5456         case RENDERPATH_GLES1:
5457         case RENDERPATH_GLES2:
5458                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5459                 break;
5460         case RENDERPATH_D3D9:
5461         case RENDERPATH_D3D10:
5462         case RENDERPATH_D3D11:
5463         case RENDERPATH_SOFT:
5464                 break;
5465         }
5466         GL_CullFace(GL_NONE);
5467 }
5468
5469 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5470 {
5471         DrawQ_Finish();
5472
5473         R_SetupView(true, fbo, depthtexture, colortexture);
5474         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5475         GL_Color(1, 1, 1, 1);
5476         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5477         GL_BlendFunc(GL_ONE, GL_ZERO);
5478         GL_ScissorTest(true);
5479         GL_DepthMask(true);
5480         GL_DepthRange(0, 1);
5481         GL_DepthTest(true);
5482         GL_DepthFunc(GL_LEQUAL);
5483         R_EntityMatrix(&identitymatrix);
5484         R_Mesh_ResetTextureState();
5485         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5486         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5487         switch(vid.renderpath)
5488         {
5489         case RENDERPATH_GL11:
5490         case RENDERPATH_GL13:
5491         case RENDERPATH_GL20:
5492         case RENDERPATH_GLES1:
5493         case RENDERPATH_GLES2:
5494                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5495                 break;
5496         case RENDERPATH_D3D9:
5497         case RENDERPATH_D3D10:
5498         case RENDERPATH_D3D11:
5499         case RENDERPATH_SOFT:
5500                 break;
5501         }
5502         GL_CullFace(r_refdef.view.cullface_back);
5503 }
5504
5505 /*
5506 ================
5507 R_RenderView_UpdateViewVectors
5508 ================
5509 */
5510 static void R_RenderView_UpdateViewVectors(void)
5511 {
5512         // break apart the view matrix into vectors for various purposes
5513         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5514         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5515         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5516         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5517         // make an inverted copy of the view matrix for tracking sprites
5518         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5519 }
5520
5521 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5522 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5523
5524 static void R_Water_StartFrame(void)
5525 {
5526         int i;
5527         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5528         r_waterstate_waterplane_t *p;
5529
5530         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5531                 return;
5532
5533         switch(vid.renderpath)
5534         {
5535         case RENDERPATH_GL20:
5536         case RENDERPATH_D3D9:
5537         case RENDERPATH_D3D10:
5538         case RENDERPATH_D3D11:
5539         case RENDERPATH_SOFT:
5540         case RENDERPATH_GLES2:
5541                 break;
5542         case RENDERPATH_GL11:
5543         case RENDERPATH_GL13:
5544         case RENDERPATH_GLES1:
5545                 return;
5546         }
5547
5548         // set waterwidth and waterheight to the water resolution that will be
5549         // used (often less than the screen resolution for faster rendering)
5550         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5551
5552         // calculate desired texture sizes
5553         // can't use water if the card does not support the texture size
5554         if (!r_water.integer || r_showsurfaces.integer)
5555                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5556         else if (vid.support.arb_texture_non_power_of_two)
5557         {
5558                 texturewidth = waterwidth;
5559                 textureheight = waterheight;
5560                 camerawidth = waterwidth;
5561                 cameraheight = waterheight;
5562         }
5563         else
5564         {
5565                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5566                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5567                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5568                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5569         }
5570
5571         // allocate textures as needed
5572         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight)
5573         {
5574                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5575                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5576                 {
5577                         if (p->texture_refraction)
5578                                 R_FreeTexture(p->texture_refraction);
5579                         p->texture_refraction = NULL;
5580                         if (p->fbo_refraction)
5581                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5582                         p->fbo_refraction = 0;
5583                         if (p->texture_reflection)
5584                                 R_FreeTexture(p->texture_reflection);
5585                         p->texture_reflection = NULL;
5586                         if (p->fbo_reflection)
5587                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5588                         p->fbo_reflection = 0;
5589                         if (p->texture_camera)
5590                                 R_FreeTexture(p->texture_camera);
5591                         p->texture_camera = NULL;
5592                         if (p->fbo_camera)
5593                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5594                         p->fbo_camera = 0;
5595                 }
5596                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5597                 r_fb.water.texturewidth = texturewidth;
5598                 r_fb.water.textureheight = textureheight;
5599                 r_fb.water.camerawidth = camerawidth;
5600                 r_fb.water.cameraheight = cameraheight;
5601         }
5602
5603         if (r_fb.water.texturewidth)
5604         {
5605                 int scaledwidth, scaledheight;
5606
5607                 r_fb.water.enabled = true;
5608
5609                 // water resolution is usually reduced
5610                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5611                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5612                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5613
5614                 // set up variables that will be used in shader setup
5615                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5616                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5617                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5618                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5619         }
5620
5621         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5622         r_fb.water.numwaterplanes = 0;
5623 }
5624
5625 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5626 {
5627         int planeindex, bestplaneindex, vertexindex;
5628         vec3_t mins, maxs, normal, center, v, n;
5629         vec_t planescore, bestplanescore;
5630         mplane_t plane;
5631         r_waterstate_waterplane_t *p;
5632         texture_t *t = R_GetCurrentTexture(surface->texture);
5633
5634         rsurface.texture = t;
5635         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5636         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5637         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5638                 return;
5639         // average the vertex normals, find the surface bounds (after deformvertexes)
5640         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5641         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5642         VectorCopy(n, normal);
5643         VectorCopy(v, mins);
5644         VectorCopy(v, maxs);
5645         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5646         {
5647                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5648                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5649                 VectorAdd(normal, n, normal);
5650                 mins[0] = min(mins[0], v[0]);
5651                 mins[1] = min(mins[1], v[1]);
5652                 mins[2] = min(mins[2], v[2]);
5653                 maxs[0] = max(maxs[0], v[0]);
5654                 maxs[1] = max(maxs[1], v[1]);
5655                 maxs[2] = max(maxs[2], v[2]);
5656         }
5657         VectorNormalize(normal);
5658         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5659
5660         VectorCopy(normal, plane.normal);
5661         VectorNormalize(plane.normal);
5662         plane.dist = DotProduct(center, plane.normal);
5663         PlaneClassify(&plane);
5664         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5665         {
5666                 // skip backfaces (except if nocullface is set)
5667 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5668 //                      return;
5669                 VectorNegate(plane.normal, plane.normal);
5670                 plane.dist *= -1;
5671                 PlaneClassify(&plane);
5672         }
5673
5674
5675         // find a matching plane if there is one
5676         bestplaneindex = -1;
5677         bestplanescore = 1048576.0f;
5678         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5679         {
5680                 if(p->camera_entity == t->camera_entity)
5681                 {
5682                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5683                         if (bestplaneindex < 0 || bestplanescore > planescore)
5684                         {
5685                                 bestplaneindex = planeindex;
5686                                 bestplanescore = planescore;
5687                         }
5688                 }
5689         }
5690         planeindex = bestplaneindex;
5691         p = r_fb.water.waterplanes + planeindex;
5692
5693         // if this surface does not fit any known plane rendered this frame, add one
5694         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5695         {
5696                 // store the new plane
5697                 planeindex = r_fb.water.numwaterplanes++;
5698                 p = r_fb.water.waterplanes + planeindex;
5699                 p->plane = plane;
5700                 // clear materialflags and pvs
5701                 p->materialflags = 0;
5702                 p->pvsvalid = false;
5703                 p->camera_entity = t->camera_entity;
5704                 VectorCopy(mins, p->mins);
5705                 VectorCopy(maxs, p->maxs);
5706         }
5707         else
5708         {
5709                 // merge mins/maxs when we're adding this surface to the plane
5710                 p->mins[0] = min(p->mins[0], mins[0]);
5711                 p->mins[1] = min(p->mins[1], mins[1]);
5712                 p->mins[2] = min(p->mins[2], mins[2]);
5713                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5714                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5715                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5716         }
5717         // merge this surface's materialflags into the waterplane
5718         p->materialflags |= t->currentmaterialflags;
5719         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5720         {
5721                 // merge this surface's PVS into the waterplane
5722                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5723                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5724                 {
5725                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5726                         p->pvsvalid = true;
5727                 }
5728         }
5729 }
5730
5731 extern cvar_t r_drawparticles;
5732 extern cvar_t r_drawdecals;
5733
5734 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5735 {
5736         int myscissor[4];
5737         r_refdef_view_t originalview;
5738         r_refdef_view_t myview;
5739         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;
5740         r_waterstate_waterplane_t *p;
5741         vec3_t visorigin;
5742
5743         originalview = r_refdef.view;
5744
5745         // lowquality hack, temporarily shut down some cvars and restore afterwards
5746         qualityreduction = r_water_lowquality.integer;
5747         if (qualityreduction > 0)
5748         {
5749                 if (qualityreduction >= 1)
5750                 {
5751                         old_r_shadows = r_shadows.integer;
5752                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5753                         old_r_dlight = r_shadow_realtime_dlight.integer;
5754                         Cvar_SetValueQuick(&r_shadows, 0);
5755                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5756                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5757                 }
5758                 if (qualityreduction >= 2)
5759                 {
5760                         old_r_dynamic = r_dynamic.integer;
5761                         old_r_particles = r_drawparticles.integer;
5762                         old_r_decals = r_drawdecals.integer;
5763                         Cvar_SetValueQuick(&r_dynamic, 0);
5764                         Cvar_SetValueQuick(&r_drawparticles, 0);
5765                         Cvar_SetValueQuick(&r_drawdecals, 0);
5766                 }
5767         }
5768
5769         // make sure enough textures are allocated
5770         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5771         {
5772                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5773                 {
5774                         if (!p->texture_refraction)
5775                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5776                         if (!p->texture_refraction)
5777                                 goto error;
5778                         if (r_water_fbo.integer >= 1 && vid.support.ext_framebuffer_object)
5779                         {
5780                                 if (r_fb.water.depthtexture == NULL)
5781                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5782                                 if (p->fbo_refraction == 0)
5783                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5784                         }
5785                 }
5786                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5787                 {
5788                         if (!p->texture_camera)
5789                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5790                         if (!p->texture_camera)
5791                                 goto error;
5792                         if (r_water_fbo.integer >= 1 && vid.support.ext_framebuffer_object)
5793                         {
5794                                 if (r_fb.water.depthtexture == NULL)
5795                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5796                                 if (p->fbo_camera == 0)
5797                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5798                         }
5799                 }
5800
5801                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5802                 {
5803                         if (!p->texture_reflection)
5804                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5805                         if (!p->texture_reflection)
5806                                 goto error;
5807                         if (r_water_fbo.integer >= 1 && vid.support.ext_framebuffer_object)
5808                         {
5809                                 if (r_fb.water.depthtexture == NULL)
5810                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5811                                 if (p->fbo_reflection == 0)
5812                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5813                         }
5814                 }
5815         }
5816
5817         // render views
5818         r_refdef.view = originalview;
5819         r_refdef.view.showdebug = false;
5820         r_refdef.view.width = r_fb.water.waterwidth;
5821         r_refdef.view.height = r_fb.water.waterheight;
5822         r_refdef.view.useclipplane = true;
5823         myview = r_refdef.view;
5824         r_fb.water.renderingscene = true;
5825         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5826         {
5827                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5828                 {
5829                         r_refdef.view = myview;
5830                         if(r_water_scissormode.integer)
5831                         {
5832                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5834                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5835                         }
5836
5837                         // render reflected scene and copy into texture
5838                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5839                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5840                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5841                         r_refdef.view.clipplane = p->plane;
5842                         // reverse the cullface settings for this render
5843                         r_refdef.view.cullface_front = GL_FRONT;
5844                         r_refdef.view.cullface_back = GL_BACK;
5845                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5846                         {
5847                                 r_refdef.view.usecustompvs = true;
5848                                 if (p->pvsvalid)
5849                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5850                                 else
5851                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5852                         }
5853
5854                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5855                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5856                         R_ClearScreen(r_refdef.fogenabled);
5857                         if(r_water_scissormode.integer & 2)
5858                                 R_View_UpdateWithScissor(myscissor);
5859                         else
5860                                 R_View_Update();
5861                         if(r_water_scissormode.integer & 1)
5862                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5863                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5864
5865                         if (!p->fbo_reflection)
5866                                 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);
5867                         r_fb.water.hideplayer = false;
5868                 }
5869
5870                 // render the normal view scene and copy into texture
5871                 // (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)
5872                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5873                 {
5874                         r_refdef.view = myview;
5875                         if(r_water_scissormode.integer)
5876                         {
5877                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5878                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5879                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5880                         }
5881
5882                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
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                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5889                         {
5890                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5891                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5892                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5893                                 R_RenderView_UpdateViewVectors();
5894                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5895                                 {
5896                                         r_refdef.view.usecustompvs = true;
5897                                         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);
5898                                 }
5899                         }
5900
5901                         PlaneClassify(&r_refdef.view.clipplane);
5902
5903                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5904                         R_ClearScreen(r_refdef.fogenabled);
5905                         if(r_water_scissormode.integer & 2)
5906                                 R_View_UpdateWithScissor(myscissor);
5907                         else
5908                                 R_View_Update();
5909                         if(r_water_scissormode.integer & 1)
5910                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5911                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5912
5913                         if (!p->fbo_refraction)
5914                                 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);
5915                         r_fb.water.hideplayer = false;
5916                 }
5917                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5918                 {
5919                         r_refdef.view = myview;
5920
5921                         r_refdef.view.clipplane = p->plane;
5922                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5923                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5924
5925                         r_refdef.view.width = r_fb.water.camerawidth;
5926                         r_refdef.view.height = r_fb.water.cameraheight;
5927                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5928                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5929                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5930                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5931
5932                         if(p->camera_entity)
5933                         {
5934                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5935                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5936                         }
5937
5938                         // note: all of the view is used for displaying... so
5939                         // there is no use in scissoring
5940
5941                         // reverse the cullface settings for this render
5942                         r_refdef.view.cullface_front = GL_FRONT;
5943                         r_refdef.view.cullface_back = GL_BACK;
5944                         // also reverse the view matrix
5945                         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
5946                         R_RenderView_UpdateViewVectors();
5947                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5948                         {
5949                                 r_refdef.view.usecustompvs = true;
5950                                 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);
5951                         }
5952                         
5953                         // camera needs no clipplane
5954                         r_refdef.view.useclipplane = false;
5955
5956                         PlaneClassify(&r_refdef.view.clipplane);
5957
5958                         r_fb.water.hideplayer = false;
5959
5960                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5961                         R_ClearScreen(r_refdef.fogenabled);
5962                         R_View_Update();
5963                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5964
5965                         if (!p->fbo_camera)
5966                                 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);
5967                         r_fb.water.hideplayer = false;
5968                 }
5969
5970         }
5971         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5972         r_fb.water.renderingscene = false;
5973         r_refdef.view = originalview;
5974         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5975         if (!r_fb.water.depthtexture)
5976                 R_ClearScreen(r_refdef.fogenabled);
5977         R_View_Update();
5978         goto finish;
5979 error:
5980         r_refdef.view = originalview;
5981         r_fb.water.renderingscene = false;
5982         Cvar_SetValueQuick(&r_water, 0);
5983         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5984 finish:
5985         // lowquality hack, restore cvars
5986         if (qualityreduction > 0)
5987         {
5988                 if (qualityreduction >= 1)
5989                 {
5990                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5991                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5992                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5993                 }
5994                 if (qualityreduction >= 2)
5995                 {
5996                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5997                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5998                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5999                 }
6000         }
6001 }
6002
6003 void R_Bloom_StartFrame(void)
6004 {
6005         int i;
6006         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6007         int viewwidth, viewheight;
6008
6009         r_fb.textype = TEXTYPE_COLORBUFFER;
6010         switch (vid.renderpath)
6011         {
6012         case RENDERPATH_GL20:
6013         case RENDERPATH_GLES2:
6014                 if (vid.support.ext_framebuffer_object)
6015                 {
6016                         if (r_viewfbo.integer == 2) r_fb.textype = TEXTYPE_COLORBUFFER16F;
6017                         if (r_viewfbo.integer == 3) r_fb.textype = TEXTYPE_COLORBUFFER32F;
6018                 }
6019                 break;
6020         case RENDERPATH_GL11:
6021         case RENDERPATH_GL13:
6022         case RENDERPATH_GLES1:
6023         case RENDERPATH_D3D9:
6024         case RENDERPATH_D3D10:
6025         case RENDERPATH_D3D11:
6026         case RENDERPATH_SOFT:
6027                 break;
6028         }
6029
6030         if (r_viewscale_fpsscaling.integer)
6031         {
6032                 double actualframetime;
6033                 double targetframetime;
6034                 double adjust;
6035                 actualframetime = r_refdef.lastdrawscreentime;
6036                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6037                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6038                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6039                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6040                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6041                 viewscalefpsadjusted += adjust;
6042                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6043         }
6044         else
6045                 viewscalefpsadjusted = 1.0f;
6046
6047         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6048
6049         switch(vid.renderpath)
6050         {
6051         case RENDERPATH_GL20:
6052         case RENDERPATH_D3D9:
6053         case RENDERPATH_D3D10:
6054         case RENDERPATH_D3D11:
6055         case RENDERPATH_SOFT:
6056         case RENDERPATH_GLES2:
6057                 break;
6058         case RENDERPATH_GL11:
6059         case RENDERPATH_GL13:
6060         case RENDERPATH_GLES1:
6061                 return;
6062         }
6063
6064         // set bloomwidth and bloomheight to the bloom resolution that will be
6065         // used (often less than the screen resolution for faster rendering)
6066         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6067         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6068         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6069         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6070         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6071
6072         // calculate desired texture sizes
6073         if (vid.support.arb_texture_non_power_of_two)
6074         {
6075                 screentexturewidth = vid.width;
6076                 screentextureheight = vid.height;
6077                 bloomtexturewidth = r_fb.bloomwidth;
6078                 bloomtextureheight = r_fb.bloomheight;
6079         }
6080         else
6081         {
6082                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6083                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6084                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6085                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6086         }
6087
6088         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))
6089         {
6090                 Cvar_SetValueQuick(&r_bloom, 0);
6091                 Cvar_SetValueQuick(&r_motionblur, 0);
6092                 Cvar_SetValueQuick(&r_damageblur, 0);
6093         }
6094
6095         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6096                 screentexturewidth = screentextureheight = 0;
6097         if (!r_bloom.integer)
6098                 bloomtexturewidth = bloomtextureheight = 0;
6099
6100         // allocate textures as needed
6101         if (r_fb.screentexturewidth != screentexturewidth
6102          || r_fb.screentextureheight != screentextureheight
6103          || r_fb.bloomtexturewidth != bloomtexturewidth
6104          || r_fb.bloomtextureheight != bloomtextureheight
6105          || r_fb.viewfbo != r_viewfbo.integer)
6106         {
6107                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6108                 {
6109                         if (r_fb.bloomtexture[i])
6110                                 R_FreeTexture(r_fb.bloomtexture[i]);
6111                         r_fb.bloomtexture[i] = NULL;
6112
6113                         if (r_fb.bloomfbo[i])
6114                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6115                         r_fb.bloomfbo[i] = 0;
6116                 }
6117
6118                 if (r_fb.fbo)
6119                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6120                 r_fb.fbo = 0;
6121
6122                 if (r_fb.colortexture)
6123                         R_FreeTexture(r_fb.colortexture);
6124                 r_fb.colortexture = NULL;
6125
6126                 if (r_fb.depthtexture)
6127                         R_FreeTexture(r_fb.depthtexture);
6128                 r_fb.depthtexture = NULL;
6129
6130                 if (r_fb.ghosttexture)
6131                         R_FreeTexture(r_fb.ghosttexture);
6132                 r_fb.ghosttexture = NULL;
6133
6134                 r_fb.screentexturewidth = screentexturewidth;
6135                 r_fb.screentextureheight = screentextureheight;
6136                 r_fb.bloomtexturewidth = bloomtexturewidth;
6137                 r_fb.bloomtextureheight = bloomtextureheight;
6138                 r_fb.viewfbo = r_viewfbo.integer;
6139
6140                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6141                 {
6142                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6143                                 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);
6144                         r_fb.ghosttexture_valid = false;
6145                         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);
6146                         if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6147                         {
6148                                 // FIXME: choose depth bits based on a cvar
6149                                 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6150                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6151                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6152 #ifndef USE_GLES2
6153                                 // render depth into one texture and color into the other
6154                                 if (qglDrawBuffer)
6155                                 {
6156                                         int status;
6157                                         qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6158                                         qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6159                                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6160                                         if (status != GL_FRAMEBUFFER_COMPLETE)
6161                                                 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6162                                 }
6163 #endif
6164                         }
6165                 }
6166
6167                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6168                 {
6169                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6170                         {
6171                                 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);
6172                                 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6173                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6174                         }
6175                 }
6176         }
6177
6178         // bloom texture is a different resolution
6179         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6180         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6181         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6182         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6183         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6184
6185         // set up a texcoord array for the full resolution screen image
6186         // (we have to keep this around to copy back during final render)
6187         r_fb.screentexcoord2f[0] = 0;
6188         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6189         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6190         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6191         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6192         r_fb.screentexcoord2f[5] = 0;
6193         r_fb.screentexcoord2f[6] = 0;
6194         r_fb.screentexcoord2f[7] = 0;
6195
6196         // set up a texcoord array for the reduced resolution bloom image
6197         // (which will be additive blended over the screen image)
6198         r_fb.bloomtexcoord2f[0] = 0;
6199         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6200         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6201         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6202         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6203         r_fb.bloomtexcoord2f[5] = 0;
6204         r_fb.bloomtexcoord2f[6] = 0;
6205         r_fb.bloomtexcoord2f[7] = 0;
6206
6207         switch(vid.renderpath)
6208         {
6209         case RENDERPATH_GL11:
6210         case RENDERPATH_GL13:
6211         case RENDERPATH_GL20:
6212         case RENDERPATH_SOFT:
6213         case RENDERPATH_GLES1:
6214         case RENDERPATH_GLES2:
6215                 break;
6216         case RENDERPATH_D3D9:
6217         case RENDERPATH_D3D10:
6218         case RENDERPATH_D3D11:
6219                 {
6220                         int i;
6221                         for (i = 0;i < 4;i++)
6222                         {
6223                                 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6224                                 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6225                                 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6226                                 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6227                         }
6228                 }
6229                 break;
6230         }
6231
6232         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);
6233
6234         if (r_fb.fbo)
6235                 r_refdef.view.clear = true;
6236 }
6237
6238 void R_Bloom_MakeTexture(void)
6239 {
6240         int x, range, dir;
6241         float xoffset, yoffset, r, brighten;
6242         rtexture_t *intex;
6243         float colorscale = r_bloom_colorscale.value;
6244
6245         r_refdef.stats.bloom++;
6246
6247         if (!r_fb.fbo)
6248         {
6249                 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);
6250                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6251         }
6252
6253         // scale down screen texture to the bloom texture size
6254         CHECKGLERROR
6255         r_fb.bloomindex = 0;
6256         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6257         R_SetViewport(&r_fb.bloomviewport);
6258         GL_BlendFunc(GL_ONE, GL_ZERO);
6259         GL_Color(colorscale, colorscale, colorscale, 1);
6260         // 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...
6261         switch(vid.renderpath)
6262         {
6263         case RENDERPATH_GL11:
6264         case RENDERPATH_GL13:
6265         case RENDERPATH_GL20:
6266         case RENDERPATH_GLES1:
6267         case RENDERPATH_GLES2:
6268         case RENDERPATH_SOFT:
6269                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6270                 break;
6271         case RENDERPATH_D3D9:
6272         case RENDERPATH_D3D10:
6273         case RENDERPATH_D3D11:
6274                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6275                 break;
6276         }
6277         // TODO: do boxfilter scale-down in shader?
6278         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6279         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6280         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6281
6282         // we now have a properly scaled bloom image
6283         if (!r_fb.bloomfbo[r_fb.bloomindex])
6284         {
6285                 // copy it into the bloom texture
6286                 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);
6287                 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6288         }
6289
6290         // multiply bloom image by itself as many times as desired
6291         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6292         {
6293                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6294                 r_fb.bloomindex ^= 1;
6295                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6296                 x *= 2;
6297                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6298                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6299                 GL_Color(r,r,r,1);
6300                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6301                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6302                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6303                 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6304
6305                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6306                 {
6307                         // copy the darkened image to a texture
6308                         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);
6309                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6310                 }
6311         }
6312
6313         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6314         brighten = r_bloom_brighten.value;
6315         brighten = sqrt(brighten);
6316         if(range >= 1)
6317                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6318
6319         for (dir = 0;dir < 2;dir++)
6320         {
6321                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6322                 r_fb.bloomindex ^= 1;
6323                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6324                 // blend on at multiple vertical offsets to achieve a vertical blur
6325                 // TODO: do offset blends using GLSL
6326                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6327                 GL_BlendFunc(GL_ONE, GL_ZERO);
6328                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6329                 for (x = -range;x <= range;x++)
6330                 {
6331                         if (!dir){xoffset = 0;yoffset = x;}
6332                         else {xoffset = x;yoffset = 0;}
6333                         xoffset /= (float)r_fb.bloomtexturewidth;
6334                         yoffset /= (float)r_fb.bloomtextureheight;
6335                         // compute a texcoord array with the specified x and y offset
6336                         r_fb.offsettexcoord2f[0] = xoffset+0;
6337                         r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6338                         r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6339                         r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6340                         r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6341                         r_fb.offsettexcoord2f[5] = yoffset+0;
6342                         r_fb.offsettexcoord2f[6] = xoffset+0;
6343                         r_fb.offsettexcoord2f[7] = yoffset+0;
6344                         // this r value looks like a 'dot' particle, fading sharply to
6345                         // black at the edges
6346                         // (probably not realistic but looks good enough)
6347                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6348                         //r = brighten/(range*2+1);
6349                         r = brighten / (range * 2 + 1);
6350                         if(range >= 1)
6351                                 r *= (1 - x*x/(float)(range*range));
6352                         GL_Color(r, r, r, 1);
6353                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6354                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6355                         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6356                         GL_BlendFunc(GL_ONE, GL_ONE);
6357                 }
6358
6359                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6360                 {
6361                         // copy the vertically or horizontally blurred bloom view to a texture
6362                         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);
6363                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6364                 }
6365         }
6366 }
6367
6368 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6369 {
6370         unsigned int permutation;
6371         float uservecs[4][4];
6372
6373         switch (vid.renderpath)
6374         {
6375         case RENDERPATH_GL20:
6376         case RENDERPATH_D3D9:
6377         case RENDERPATH_D3D10:
6378         case RENDERPATH_D3D11:
6379         case RENDERPATH_SOFT:
6380         case RENDERPATH_GLES2:
6381                 permutation =
6382                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6383                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6384                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6385                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6386                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6387
6388                 if (r_fb.colortexture)
6389                 {
6390                         if (!r_fb.fbo)
6391                         {
6392                                 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);
6393                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6394                         }
6395
6396                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6397                         {
6398                                 // declare variables
6399                                 float blur_factor, blur_mouseaccel, blur_velocity;
6400                                 static float blur_average; 
6401                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6402
6403                                 // set a goal for the factoring
6404                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6405                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6406                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6407                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6408                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6409                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6410
6411                                 // from the goal, pick an averaged value between goal and last value
6412                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6413                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6414
6415                                 // enforce minimum amount of blur 
6416                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6417
6418                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6419
6420                                 // calculate values into a standard alpha
6421                                 cl.motionbluralpha = 1 - exp(-
6422                                                 (
6423                                                  (r_motionblur.value * blur_factor / 80)
6424                                                  +
6425                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6426                                                 )
6427                                                 /
6428                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6429                                           );
6430
6431                                 // randomization for the blur value to combat persistent ghosting
6432                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6433                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6434
6435                                 // apply the blur
6436                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6437                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6438                                 {
6439                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6440                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6441                                         switch(vid.renderpath)
6442                                         {
6443                                         case RENDERPATH_GL11:
6444                                         case RENDERPATH_GL13:
6445                                         case RENDERPATH_GL20:
6446                                         case RENDERPATH_GLES1:
6447                                         case RENDERPATH_GLES2:
6448                                         case RENDERPATH_SOFT:
6449                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6450                                                 break;
6451                                         case RENDERPATH_D3D9:
6452                                         case RENDERPATH_D3D10:
6453                                         case RENDERPATH_D3D11:
6454                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6455                                                 break;
6456                                         }
6457                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6458                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6459                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6460                                 }
6461
6462                                 // updates old view angles for next pass
6463                                 VectorCopy(cl.viewangles, blur_oldangles);
6464
6465                                 // copy view into the ghost texture
6466                                 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);
6467                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6468                                 r_fb.ghosttexture_valid = true;
6469                         }
6470                 }
6471                 else
6472                 {
6473                         // no r_fb.colortexture means we're rendering to the real fb
6474                         // we may still have to do view tint...
6475                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6476                         {
6477                                 // apply a color tint to the whole view
6478                                 R_ResetViewRendering2D(0, NULL, NULL);
6479                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6480                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6481                                 R_SetupShader_Generic_NoTexture(false, true);
6482                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6483                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6484                         }
6485                         break; // no screen processing, no bloom, skip it
6486                 }
6487
6488                 if (r_fb.bloomtexture[0])
6489                 {
6490                         // make the bloom texture
6491                         R_Bloom_MakeTexture();
6492                 }
6493
6494 #if _MSC_VER >= 1400
6495 #define sscanf sscanf_s
6496 #endif
6497                 memset(uservecs, 0, sizeof(uservecs));
6498                 if (r_glsl_postprocess_uservec1_enable.integer)
6499                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6500                 if (r_glsl_postprocess_uservec2_enable.integer)
6501                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6502                 if (r_glsl_postprocess_uservec3_enable.integer)
6503                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6504                 if (r_glsl_postprocess_uservec4_enable.integer)
6505                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6506
6507                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6508                 GL_Color(1, 1, 1, 1);
6509                 GL_BlendFunc(GL_ONE, GL_ZERO);
6510
6511                 switch(vid.renderpath)
6512                 {
6513                 case RENDERPATH_GL20:
6514                 case RENDERPATH_GLES2:
6515                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6516                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6517                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6518                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6519                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6520                         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]);
6521                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6522                         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]);
6523                         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]);
6524                         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]);
6525                         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]);
6526                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6527                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6528                         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);
6529                         break;
6530                 case RENDERPATH_D3D9:
6531 #ifdef SUPPORTD3D
6532                         // 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...
6533                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6534                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6535                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6536                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture);
6537                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6538                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6539                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6540                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6541                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6542                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6543                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6544                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6545                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6546                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6547 #endif
6548                         break;
6549                 case RENDERPATH_D3D10:
6550                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6551                         break;
6552                 case RENDERPATH_D3D11:
6553                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6554                         break;
6555                 case RENDERPATH_SOFT:
6556                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6557                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6558                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6559                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6560                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6561                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6562                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6563                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6564                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6565                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6566                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6567                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6568                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6569                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6570                         break;
6571                 default:
6572                         break;
6573                 }
6574                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6575                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6576                 break;
6577         case RENDERPATH_GL11:
6578         case RENDERPATH_GL13:
6579         case RENDERPATH_GLES1:
6580                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6581                 {
6582                         // apply a color tint to the whole view
6583                         R_ResetViewRendering2D(0, NULL, NULL);
6584                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6585                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6586                         R_SetupShader_Generic_NoTexture(false, true);
6587                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6588                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6589                 }
6590                 break;
6591         }
6592 }
6593
6594 matrix4x4_t r_waterscrollmatrix;
6595
6596 void R_UpdateFog(void)
6597 {
6598         // Nehahra fog
6599         if (gamemode == GAME_NEHAHRA)
6600         {
6601                 if (gl_fogenable.integer)
6602                 {
6603                         r_refdef.oldgl_fogenable = true;
6604                         r_refdef.fog_density = gl_fogdensity.value;
6605                         r_refdef.fog_red = gl_fogred.value;
6606                         r_refdef.fog_green = gl_foggreen.value;
6607                         r_refdef.fog_blue = gl_fogblue.value;
6608                         r_refdef.fog_alpha = 1;
6609                         r_refdef.fog_start = 0;
6610                         r_refdef.fog_end = gl_skyclip.value;
6611                         r_refdef.fog_height = 1<<30;
6612                         r_refdef.fog_fadedepth = 128;
6613                 }
6614                 else if (r_refdef.oldgl_fogenable)
6615                 {
6616                         r_refdef.oldgl_fogenable = false;
6617                         r_refdef.fog_density = 0;
6618                         r_refdef.fog_red = 0;
6619                         r_refdef.fog_green = 0;
6620                         r_refdef.fog_blue = 0;
6621                         r_refdef.fog_alpha = 0;
6622                         r_refdef.fog_start = 0;
6623                         r_refdef.fog_end = 0;
6624                         r_refdef.fog_height = 1<<30;
6625                         r_refdef.fog_fadedepth = 128;
6626                 }
6627         }
6628
6629         // fog parms
6630         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6631         r_refdef.fog_start = max(0, r_refdef.fog_start);
6632         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6633
6634         if (r_refdef.fog_density && r_drawfog.integer)
6635         {
6636                 r_refdef.fogenabled = true;
6637                 // this is the point where the fog reaches 0.9986 alpha, which we
6638                 // consider a good enough cutoff point for the texture
6639                 // (0.9986 * 256 == 255.6)
6640                 if (r_fog_exp2.integer)
6641                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6642                 else
6643                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6644                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6645                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6646                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6647                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6648                         R_BuildFogHeightTexture();
6649                 // fog color was already set
6650                 // update the fog texture
6651                 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)
6652                         R_BuildFogTexture();
6653                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6654                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6655         }
6656         else
6657                 r_refdef.fogenabled = false;
6658
6659         // fog color
6660         if (r_refdef.fog_density)
6661         {
6662                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6663                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6664                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6665
6666                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6667                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6668                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6669                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6670
6671                 {
6672                         vec3_t fogvec;
6673                         VectorCopy(r_refdef.fogcolor, fogvec);
6674                         //   color.rgb *= ContrastBoost * SceneBrightness;
6675                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6676                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6677                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6678                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6679                 }
6680         }
6681 }
6682
6683 void R_UpdateVariables(void)
6684 {
6685         R_Textures_Frame();
6686
6687         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6688
6689         r_refdef.farclip = r_farclip_base.value;
6690         if (r_refdef.scene.worldmodel)
6691                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6692         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6693
6694         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6695                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6696         r_refdef.polygonfactor = 0;
6697         r_refdef.polygonoffset = 0;
6698         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6699         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6700
6701         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6702         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6703         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6704         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6705         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6706         if (FAKELIGHT_ENABLED)
6707         {
6708                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6709         }
6710         if (r_showsurfaces.integer)
6711         {
6712                 r_refdef.scene.rtworld = false;
6713                 r_refdef.scene.rtworldshadows = false;
6714                 r_refdef.scene.rtdlight = false;
6715                 r_refdef.scene.rtdlightshadows = false;
6716                 r_refdef.lightmapintensity = 0;
6717         }
6718
6719         switch(vid.renderpath)
6720         {
6721         case RENDERPATH_GL20:
6722         case RENDERPATH_D3D9:
6723         case RENDERPATH_D3D10:
6724         case RENDERPATH_D3D11:
6725         case RENDERPATH_SOFT:
6726         case RENDERPATH_GLES2:
6727                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6728                 {
6729                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6730                         {
6731                                 // build GLSL gamma texture
6732 #define RAMPWIDTH 256
6733                                 unsigned short ramp[RAMPWIDTH * 3];
6734                                 unsigned char rampbgr[RAMPWIDTH][4];
6735                                 int i;
6736
6737                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6738
6739                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6740                                 for(i = 0; i < RAMPWIDTH; ++i)
6741                                 {
6742                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6743                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6744                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6745                                         rampbgr[i][3] = 0;
6746                                 }
6747                                 if (r_texture_gammaramps)
6748                                 {
6749                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6750                                 }
6751                                 else
6752                                 {
6753                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6754                                 }
6755                         }
6756                 }
6757                 else
6758                 {
6759                         // remove GLSL gamma texture
6760                 }
6761                 break;
6762         case RENDERPATH_GL11:
6763         case RENDERPATH_GL13:
6764         case RENDERPATH_GLES1:
6765                 break;
6766         }
6767 }
6768
6769 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6770 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6771 /*
6772 ================
6773 R_SelectScene
6774 ================
6775 */
6776 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6777         if( scenetype != r_currentscenetype ) {
6778                 // store the old scenetype
6779                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6780                 r_currentscenetype = scenetype;
6781                 // move in the new scene
6782                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6783         }
6784 }
6785
6786 /*
6787 ================
6788 R_GetScenePointer
6789 ================
6790 */
6791 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6792 {
6793         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6794         if( scenetype == r_currentscenetype ) {
6795                 return &r_refdef.scene;
6796         } else {
6797                 return &r_scenes_store[ scenetype ];
6798         }
6799 }
6800
6801 int R_SortEntities_Compare(const void *ap, const void *bp)
6802 {
6803         const entity_render_t *a = *(const entity_render_t **)ap;
6804         const entity_render_t *b = *(const entity_render_t **)bp;
6805
6806         // 1. compare model
6807         if(a->model < b->model)
6808                 return -1;
6809         if(a->model > b->model)
6810                 return +1;
6811
6812         // 2. compare skin
6813         // TODO possibly calculate the REAL skinnum here first using
6814         // skinscenes?
6815         if(a->skinnum < b->skinnum)
6816                 return -1;
6817         if(a->skinnum > b->skinnum)
6818                 return +1;
6819
6820         // everything we compared is equal
6821         return 0;
6822 }
6823 void R_SortEntities(void)
6824 {
6825         // below or equal 2 ents, sorting never gains anything
6826         if(r_refdef.scene.numentities <= 2)
6827                 return;
6828         // sort
6829         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6830 }
6831
6832 /*
6833 ================
6834 R_RenderView
6835 ================
6836 */
6837 int dpsoftrast_test;
6838 extern void R_Shadow_UpdateBounceGridTexture(void);
6839 extern cvar_t r_shadow_bouncegrid;
6840 void R_RenderView(void)
6841 {
6842         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6843         int fbo;
6844         rtexture_t *depthtexture;
6845         rtexture_t *colortexture;
6846
6847         dpsoftrast_test = r_test.integer;
6848
6849         if (r_timereport_active)
6850                 R_TimeReport("start");
6851         r_textureframe++; // used only by R_GetCurrentTexture
6852         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6853
6854         if(R_CompileShader_CheckStaticParms())
6855                 R_GLSL_Restart_f();
6856
6857         if (!r_drawentities.integer)
6858                 r_refdef.scene.numentities = 0;
6859         else if (r_sortentities.integer)
6860                 R_SortEntities();
6861
6862         R_AnimCache_ClearCache();
6863         R_FrameData_NewFrame();
6864
6865         /* adjust for stereo display */
6866         if(R_Stereo_Active())
6867         {
6868                 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);
6869                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6870         }
6871
6872         if (r_refdef.view.isoverlay)
6873         {
6874                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6875                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6876                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6877                 R_TimeReport("depthclear");
6878
6879                 r_refdef.view.showdebug = false;
6880
6881                 r_fb.water.enabled = false;
6882                 r_fb.water.numwaterplanes = 0;
6883
6884                 R_RenderScene(0, NULL, NULL);
6885
6886                 r_refdef.view.matrix = originalmatrix;
6887
6888                 CHECKGLERROR
6889                 return;
6890         }
6891
6892         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6893         {
6894                 r_refdef.view.matrix = originalmatrix;
6895                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6896         }
6897
6898         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6899
6900         R_RenderView_UpdateViewVectors();
6901
6902         R_Shadow_UpdateWorldLightSelection();
6903
6904         R_Bloom_StartFrame();
6905         R_Water_StartFrame();
6906
6907         // now we probably have an fbo to render into
6908         fbo = r_fb.fbo;
6909         depthtexture = r_fb.depthtexture;
6910         colortexture = r_fb.colortexture;
6911
6912         CHECKGLERROR
6913         if (r_timereport_active)
6914                 R_TimeReport("viewsetup");
6915
6916         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6917
6918         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6919         {
6920                 R_ClearScreen(r_refdef.fogenabled);
6921                 if (r_timereport_active)
6922                         R_TimeReport("viewclear");
6923         }
6924         r_refdef.view.clear = true;
6925
6926         r_refdef.view.showdebug = true;
6927
6928         R_View_Update();
6929         if (r_timereport_active)
6930                 R_TimeReport("visibility");
6931
6932         R_Shadow_UpdateBounceGridTexture();
6933         if (r_timereport_active && r_shadow_bouncegrid.integer)
6934                 R_TimeReport("bouncegrid");
6935
6936         r_fb.water.numwaterplanes = 0;
6937         if (r_fb.water.enabled)
6938                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6939
6940         R_RenderScene(fbo, depthtexture, colortexture);
6941         r_fb.water.numwaterplanes = 0;
6942
6943         R_BlendView(fbo, depthtexture, colortexture);
6944         if (r_timereport_active)
6945                 R_TimeReport("blendview");
6946
6947         GL_Scissor(0, 0, vid.width, vid.height);
6948         GL_ScissorTest(false);
6949
6950         r_refdef.view.matrix = originalmatrix;
6951
6952         CHECKGLERROR
6953 }
6954
6955 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6956 {
6957         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6958         {
6959                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6960                 if (r_timereport_active)
6961                         R_TimeReport("waterworld");
6962         }
6963
6964         // don't let sound skip if going slow
6965         if (r_refdef.scene.extraupdate)
6966                 S_ExtraUpdate ();
6967
6968         R_DrawModelsAddWaterPlanes();
6969         if (r_timereport_active)
6970                 R_TimeReport("watermodels");
6971
6972         if (r_fb.water.numwaterplanes)
6973         {
6974                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6975                 if (r_timereport_active)
6976                         R_TimeReport("waterscenes");
6977         }
6978 }
6979
6980 extern void R_DrawLightningBeams (void);
6981 extern void VM_CL_AddPolygonsToMeshQueue (void);
6982 extern void R_DrawPortals (void);
6983 extern cvar_t cl_locs_show;
6984 static void R_DrawLocs(void);
6985 static void R_DrawEntityBBoxes(void);
6986 static void R_DrawModelDecals(void);
6987 extern void R_DrawModelShadows(void);
6988 extern void R_DrawModelShadowMaps(void);
6989 extern cvar_t cl_decals_newsystem;
6990 extern qboolean r_shadow_usingdeferredprepass;
6991 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6992 {
6993         qboolean shadowmapping = false;
6994
6995         if (r_timereport_active)
6996                 R_TimeReport("beginscene");
6997
6998         r_refdef.stats.renders++;
6999
7000         R_UpdateFog();
7001
7002         // don't let sound skip if going slow
7003         if (r_refdef.scene.extraupdate)
7004                 S_ExtraUpdate ();
7005
7006         R_MeshQueue_BeginScene();
7007
7008         R_SkyStartFrame();
7009
7010         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);
7011
7012         if (r_timereport_active)
7013                 R_TimeReport("skystartframe");
7014
7015         if (cl.csqc_vidvars.drawworld)
7016         {
7017                 // don't let sound skip if going slow
7018                 if (r_refdef.scene.extraupdate)
7019                         S_ExtraUpdate ();
7020
7021                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7022                 {
7023                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7024                         if (r_timereport_active)
7025                                 R_TimeReport("worldsky");
7026                 }
7027
7028                 if (R_DrawBrushModelsSky() && r_timereport_active)
7029                         R_TimeReport("bmodelsky");
7030
7031                 if (skyrendermasked && skyrenderlater)
7032                 {
7033                         // we have to force off the water clipping plane while rendering sky
7034                         R_SetupView(false, fbo, depthtexture, colortexture);
7035                         R_Sky();
7036                         R_SetupView(true, fbo, depthtexture, colortexture);
7037                         if (r_timereport_active)
7038                                 R_TimeReport("sky");
7039                 }
7040         }
7041
7042         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7043         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7044                 R_Shadow_PrepareModelShadows();
7045         if (r_timereport_active)
7046                 R_TimeReport("preparelights");
7047
7048         if (R_Shadow_ShadowMappingEnabled())
7049                 shadowmapping = true;
7050
7051         if (r_shadow_usingdeferredprepass)
7052                 R_Shadow_DrawPrepass();
7053
7054         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7055         {
7056                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7057                 if (r_timereport_active)
7058                         R_TimeReport("worlddepth");
7059         }
7060         if (r_depthfirst.integer >= 2)
7061         {
7062                 R_DrawModelsDepth();
7063                 if (r_timereport_active)
7064                         R_TimeReport("modeldepth");
7065         }
7066
7067         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7068         {
7069                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7070                 R_DrawModelShadowMaps();
7071                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7072                 // don't let sound skip if going slow
7073                 if (r_refdef.scene.extraupdate)
7074                         S_ExtraUpdate ();
7075         }
7076
7077         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7078         {
7079                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7080                 if (r_timereport_active)
7081                         R_TimeReport("world");
7082         }
7083
7084         // don't let sound skip if going slow
7085         if (r_refdef.scene.extraupdate)
7086                 S_ExtraUpdate ();
7087
7088         R_DrawModels();
7089         if (r_timereport_active)
7090                 R_TimeReport("models");
7091
7092         // don't let sound skip if going slow
7093         if (r_refdef.scene.extraupdate)
7094                 S_ExtraUpdate ();
7095
7096         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7097         {
7098                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7099                 R_DrawModelShadows();
7100                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7101                 // don't let sound skip if going slow
7102                 if (r_refdef.scene.extraupdate)
7103                         S_ExtraUpdate ();
7104         }
7105
7106         if (!r_shadow_usingdeferredprepass)
7107         {
7108                 R_Shadow_DrawLights();
7109                 if (r_timereport_active)
7110                         R_TimeReport("rtlights");
7111         }
7112
7113         // don't let sound skip if going slow
7114         if (r_refdef.scene.extraupdate)
7115                 S_ExtraUpdate ();
7116
7117         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7118         {
7119                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7120                 R_DrawModelShadows();
7121                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7122                 // don't let sound skip if going slow
7123                 if (r_refdef.scene.extraupdate)
7124                         S_ExtraUpdate ();
7125         }
7126
7127         if (cl.csqc_vidvars.drawworld)
7128         {
7129                 if (cl_decals_newsystem.integer)
7130                 {
7131                         R_DrawModelDecals();
7132                         if (r_timereport_active)
7133                                 R_TimeReport("modeldecals");
7134                 }
7135                 else
7136                 {
7137                         R_DrawDecals();
7138                         if (r_timereport_active)
7139                                 R_TimeReport("decals");
7140                 }
7141
7142                 R_DrawParticles();
7143                 if (r_timereport_active)
7144                         R_TimeReport("particles");
7145
7146                 R_DrawExplosions();
7147                 if (r_timereport_active)
7148                         R_TimeReport("explosions");
7149
7150                 R_DrawLightningBeams();
7151                 if (r_timereport_active)
7152                         R_TimeReport("lightning");
7153         }
7154
7155         VM_CL_AddPolygonsToMeshQueue();
7156
7157         if (r_refdef.view.showdebug)
7158         {
7159                 if (cl_locs_show.integer)
7160                 {
7161                         R_DrawLocs();
7162                         if (r_timereport_active)
7163                                 R_TimeReport("showlocs");
7164                 }
7165
7166                 if (r_drawportals.integer)
7167                 {
7168                         R_DrawPortals();
7169                         if (r_timereport_active)
7170                                 R_TimeReport("portals");
7171                 }
7172
7173                 if (r_showbboxes.value > 0)
7174                 {
7175                         R_DrawEntityBBoxes();
7176                         if (r_timereport_active)
7177                                 R_TimeReport("bboxes");
7178                 }
7179         }
7180
7181         if (r_transparent.integer)
7182         {
7183                 R_MeshQueue_RenderTransparent();
7184                 if (r_timereport_active)
7185                         R_TimeReport("drawtrans");
7186         }
7187
7188         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))
7189         {
7190                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7191                 if (r_timereport_active)
7192                         R_TimeReport("worlddebug");
7193                 R_DrawModelsDebug();
7194                 if (r_timereport_active)
7195                         R_TimeReport("modeldebug");
7196         }
7197
7198         if (cl.csqc_vidvars.drawworld)
7199         {
7200                 R_Shadow_DrawCoronas();
7201                 if (r_timereport_active)
7202                         R_TimeReport("coronas");
7203         }
7204
7205 #if 0
7206         {
7207                 GL_DepthTest(false);
7208                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7209                 GL_Color(1, 1, 1, 1);
7210                 qglBegin(GL_POLYGON);
7211                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7212                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7213                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7214                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7215                 qglEnd();
7216                 qglBegin(GL_POLYGON);
7217                 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]);
7218                 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]);
7219                 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]);
7220                 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]);
7221                 qglEnd();
7222                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7223         }
7224 #endif
7225
7226         // don't let sound skip if going slow
7227         if (r_refdef.scene.extraupdate)
7228                 S_ExtraUpdate ();
7229 }
7230
7231 static const unsigned short bboxelements[36] =
7232 {
7233         5, 1, 3, 5, 3, 7,
7234         6, 2, 0, 6, 0, 4,
7235         7, 3, 2, 7, 2, 6,
7236         4, 0, 1, 4, 1, 5,
7237         4, 5, 7, 4, 7, 6,
7238         1, 0, 2, 1, 2, 3,
7239 };
7240
7241 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7242 {
7243         int i;
7244         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7245
7246         RSurf_ActiveWorldEntity();
7247
7248         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7249         GL_DepthMask(false);
7250         GL_DepthRange(0, 1);
7251         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7252 //      R_Mesh_ResetTextureState();
7253
7254         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7255         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7256         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7257         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7258         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7259         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7260         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7261         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7262         R_FillColors(color4f, 8, cr, cg, cb, ca);
7263         if (r_refdef.fogenabled)
7264         {
7265                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7266                 {
7267                         f1 = RSurf_FogVertex(v);
7268                         f2 = 1 - f1;
7269                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7270                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7271                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7272                 }
7273         }
7274         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7275         R_Mesh_ResetTextureState();
7276         R_SetupShader_Generic_NoTexture(false, false);
7277         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7278 }
7279
7280 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7281 {
7282         int i;
7283         float color[4];
7284         prvm_edict_t *edict;
7285         prvm_prog_t *prog_save = prog;
7286
7287         // this function draws bounding boxes of server entities
7288         if (!sv.active)
7289                 return;
7290
7291         GL_CullFace(GL_NONE);
7292         R_SetupShader_Generic_NoTexture(false, false);
7293
7294         prog = 0;
7295         SV_VM_Begin();
7296         for (i = 0;i < numsurfaces;i++)
7297         {
7298                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7299                 switch ((int)PRVM_serveredictfloat(edict, solid))
7300                 {
7301                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7302                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7303                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7304                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7305                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7306                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7307                 }
7308                 color[3] *= r_showbboxes.value;
7309                 color[3] = bound(0, color[3], 1);
7310                 GL_DepthTest(!r_showdisabledepthtest.integer);
7311                 GL_CullFace(r_refdef.view.cullface_front);
7312                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7313         }
7314         SV_VM_End();
7315         prog = prog_save;
7316 }
7317
7318 static void R_DrawEntityBBoxes(void)
7319 {
7320         int i;
7321         prvm_edict_t *edict;
7322         vec3_t center;
7323         prvm_prog_t *prog_save = prog;
7324
7325         // this function draws bounding boxes of server entities
7326         if (!sv.active)
7327                 return;
7328
7329         prog = 0;
7330         SV_VM_Begin();
7331         for (i = 0;i < prog->num_edicts;i++)
7332         {
7333                 edict = PRVM_EDICT_NUM(i);
7334                 if (edict->priv.server->free)
7335                         continue;
7336                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7337                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7338                         continue;
7339                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7340                         continue;
7341                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7342                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7343         }
7344         SV_VM_End();
7345         prog = prog_save;
7346 }
7347
7348 static const int nomodelelement3i[24] =
7349 {
7350         5, 2, 0,
7351         5, 1, 2,
7352         5, 0, 3,
7353         5, 3, 1,
7354         0, 2, 4,
7355         2, 1, 4,
7356         3, 0, 4,
7357         1, 3, 4
7358 };
7359
7360 static const unsigned short nomodelelement3s[24] =
7361 {
7362         5, 2, 0,
7363         5, 1, 2,
7364         5, 0, 3,
7365         5, 3, 1,
7366         0, 2, 4,
7367         2, 1, 4,
7368         3, 0, 4,
7369         1, 3, 4
7370 };
7371
7372 static const float nomodelvertex3f[6*3] =
7373 {
7374         -16,   0,   0,
7375          16,   0,   0,
7376           0, -16,   0,
7377           0,  16,   0,
7378           0,   0, -16,
7379           0,   0,  16
7380 };
7381
7382 static const float nomodelcolor4f[6*4] =
7383 {
7384         0.0f, 0.0f, 0.5f, 1.0f,
7385         0.0f, 0.0f, 0.5f, 1.0f,
7386         0.0f, 0.5f, 0.0f, 1.0f,
7387         0.0f, 0.5f, 0.0f, 1.0f,
7388         0.5f, 0.0f, 0.0f, 1.0f,
7389         0.5f, 0.0f, 0.0f, 1.0f
7390 };
7391
7392 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7393 {
7394         int i;
7395         float f1, f2, *c;
7396         float color4f[6*4];
7397
7398         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);
7399
7400         // this is only called once per entity so numsurfaces is always 1, and
7401         // surfacelist is always {0}, so this code does not handle batches
7402
7403         if (rsurface.ent_flags & RENDER_ADDITIVE)
7404         {
7405                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7406                 GL_DepthMask(false);
7407         }
7408         else if (rsurface.colormod[3] < 1)
7409         {
7410                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7411                 GL_DepthMask(false);
7412         }
7413         else
7414         {
7415                 GL_BlendFunc(GL_ONE, GL_ZERO);
7416                 GL_DepthMask(true);
7417         }
7418         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7419         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7420         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7421         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7422         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7423         for (i = 0, c = color4f;i < 6;i++, c += 4)
7424         {
7425                 c[0] *= rsurface.colormod[0];
7426                 c[1] *= rsurface.colormod[1];
7427                 c[2] *= rsurface.colormod[2];
7428                 c[3] *= rsurface.colormod[3];
7429         }
7430         if (r_refdef.fogenabled)
7431         {
7432                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7433                 {
7434                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7435                         f2 = 1 - f1;
7436                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7437                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7438                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7439                 }
7440         }
7441 //      R_Mesh_ResetTextureState();
7442         R_SetupShader_Generic_NoTexture(false, false);
7443         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7444         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7445 }
7446
7447 void R_DrawNoModel(entity_render_t *ent)
7448 {
7449         vec3_t org;
7450         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7451         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7452                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7453         else
7454                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7455 }
7456
7457 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7458 {
7459         vec3_t right1, right2, diff, normal;
7460
7461         VectorSubtract (org2, org1, normal);
7462
7463         // calculate 'right' vector for start
7464         VectorSubtract (r_refdef.view.origin, org1, diff);
7465         CrossProduct (normal, diff, right1);
7466         VectorNormalize (right1);
7467
7468         // calculate 'right' vector for end
7469         VectorSubtract (r_refdef.view.origin, org2, diff);
7470         CrossProduct (normal, diff, right2);
7471         VectorNormalize (right2);
7472
7473         vert[ 0] = org1[0] + width * right1[0];
7474         vert[ 1] = org1[1] + width * right1[1];
7475         vert[ 2] = org1[2] + width * right1[2];
7476         vert[ 3] = org1[0] - width * right1[0];
7477         vert[ 4] = org1[1] - width * right1[1];
7478         vert[ 5] = org1[2] - width * right1[2];
7479         vert[ 6] = org2[0] - width * right2[0];
7480         vert[ 7] = org2[1] - width * right2[1];
7481         vert[ 8] = org2[2] - width * right2[2];
7482         vert[ 9] = org2[0] + width * right2[0];
7483         vert[10] = org2[1] + width * right2[1];
7484         vert[11] = org2[2] + width * right2[2];
7485 }
7486
7487 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)
7488 {
7489         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7490         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7491         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7492         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7493         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7494         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7495         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7496         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7497         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7498         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7499         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7500         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7501 }
7502
7503 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7504 {
7505         int i;
7506         float *vertex3f;
7507         float v[3];
7508         VectorSet(v, x, y, z);
7509         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7510                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7511                         break;
7512         if (i == mesh->numvertices)
7513         {
7514                 if (mesh->numvertices < mesh->maxvertices)
7515                 {
7516                         VectorCopy(v, vertex3f);
7517                         mesh->numvertices++;
7518                 }
7519                 return mesh->numvertices;
7520         }
7521         else
7522                 return i;
7523 }
7524
7525 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7526 {
7527         int i;
7528         int *e, element[3];
7529         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7530         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7531         e = mesh->element3i + mesh->numtriangles * 3;
7532         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7533         {
7534                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7535                 if (mesh->numtriangles < mesh->maxtriangles)
7536                 {
7537                         *e++ = element[0];
7538                         *e++ = element[1];
7539                         *e++ = element[2];
7540                         mesh->numtriangles++;
7541                 }
7542                 element[1] = element[2];
7543         }
7544 }
7545
7546 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7547 {
7548         int i;
7549         int *e, element[3];
7550         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7551         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7552         e = mesh->element3i + mesh->numtriangles * 3;
7553         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7554         {
7555                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7556                 if (mesh->numtriangles < mesh->maxtriangles)
7557                 {
7558                         *e++ = element[0];
7559                         *e++ = element[1];
7560                         *e++ = element[2];
7561                         mesh->numtriangles++;
7562                 }
7563                 element[1] = element[2];
7564         }
7565 }
7566
7567 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7568 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7569 {
7570         int planenum, planenum2;
7571         int w;
7572         int tempnumpoints;
7573         mplane_t *plane, *plane2;
7574         double maxdist;
7575         double temppoints[2][256*3];
7576         // figure out how large a bounding box we need to properly compute this brush
7577         maxdist = 0;
7578         for (w = 0;w < numplanes;w++)
7579                 maxdist = max(maxdist, fabs(planes[w].dist));
7580         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7581         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7582         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7583         {
7584                 w = 0;
7585                 tempnumpoints = 4;
7586                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7587                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7588                 {
7589                         if (planenum2 == planenum)
7590                                 continue;
7591                         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);
7592                         w = !w;
7593                 }
7594                 if (tempnumpoints < 3)
7595                         continue;
7596                 // generate elements forming a triangle fan for this polygon
7597                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7598         }
7599 }
7600
7601 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)
7602 {
7603         texturelayer_t *layer;
7604         layer = t->currentlayers + t->currentnumlayers++;
7605         layer->type = type;
7606         layer->depthmask = depthmask;
7607         layer->blendfunc1 = blendfunc1;
7608         layer->blendfunc2 = blendfunc2;
7609         layer->texture = texture;
7610         layer->texmatrix = *matrix;
7611         layer->color[0] = r;
7612         layer->color[1] = g;
7613         layer->color[2] = b;
7614         layer->color[3] = a;
7615 }
7616
7617 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7618 {
7619         if(parms[0] == 0 && parms[1] == 0)
7620                 return false;
7621         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7622                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7623                         return false;
7624         return true;
7625 }
7626
7627 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7628 {
7629         double index, f;
7630         index = parms[2] + rsurface.shadertime * parms[3];
7631         index -= floor(index);
7632         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7633         {
7634         default:
7635         case Q3WAVEFUNC_NONE:
7636         case Q3WAVEFUNC_NOISE:
7637         case Q3WAVEFUNC_COUNT:
7638                 f = 0;
7639                 break;
7640         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7641         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7642         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7643         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7644         case Q3WAVEFUNC_TRIANGLE:
7645                 index *= 4;
7646                 f = index - floor(index);
7647                 if (index < 1)
7648                 {
7649                         // f = f;
7650                 }
7651                 else if (index < 2)
7652                         f = 1 - f;
7653                 else if (index < 3)
7654                         f = -f;
7655                 else
7656                         f = -(1 - f);
7657                 break;
7658         }
7659         f = parms[0] + parms[1] * f;
7660         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7661                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7662         return (float) f;
7663 }
7664
7665 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7666 {
7667         int w, h, idx;
7668         double f;
7669         double offsetd[2];
7670         float tcmat[12];
7671         matrix4x4_t matrix, temp;
7672         switch(tcmod->tcmod)
7673         {
7674                 case Q3TCMOD_COUNT:
7675                 case Q3TCMOD_NONE:
7676                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7677                                 matrix = r_waterscrollmatrix;
7678                         else
7679                                 matrix = identitymatrix;
7680                         break;
7681                 case Q3TCMOD_ENTITYTRANSLATE:
7682                         // this is used in Q3 to allow the gamecode to control texcoord
7683                         // scrolling on the entity, which is not supported in darkplaces yet.
7684                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7685                         break;
7686                 case Q3TCMOD_ROTATE:
7687                         f = tcmod->parms[0] * rsurface.shadertime;
7688                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7689                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7690                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7691                         break;
7692                 case Q3TCMOD_SCALE:
7693                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7694                         break;
7695                 case Q3TCMOD_SCROLL:
7696                         // extra care is needed because of precision breakdown with large values of time
7697                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7698                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7699                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7700                         break;
7701                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7702                         w = (int) tcmod->parms[0];
7703                         h = (int) tcmod->parms[1];
7704                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7705                         f = f - floor(f);
7706                         idx = (int) floor(f * w * h);
7707                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7708                         break;
7709                 case Q3TCMOD_STRETCH:
7710                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7711                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7712                         break;
7713                 case Q3TCMOD_TRANSFORM:
7714                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7715                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7716                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7717                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7718                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7719                         break;
7720                 case Q3TCMOD_TURBULENT:
7721                         // this is handled in the RSurf_PrepareVertices function
7722                         matrix = identitymatrix;
7723                         break;
7724         }
7725         temp = *texmatrix;
7726         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7727 }
7728
7729 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7730 {
7731         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7732         char name[MAX_QPATH];
7733         skinframe_t *skinframe;
7734         unsigned char pixels[296*194];
7735         strlcpy(cache->name, skinname, sizeof(cache->name));
7736         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7737         if (developer_loading.integer)
7738                 Con_Printf("loading %s\n", name);
7739         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7740         if (!skinframe || !skinframe->base)
7741         {
7742                 unsigned char *f;
7743                 fs_offset_t filesize;
7744                 skinframe = NULL;
7745                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7746                 if (f)
7747                 {
7748                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7749                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7750                         Mem_Free(f);
7751                 }
7752         }
7753         cache->skinframe = skinframe;
7754 }
7755
7756 texture_t *R_GetCurrentTexture(texture_t *t)
7757 {
7758         int i;
7759         const entity_render_t *ent = rsurface.entity;
7760         dp_model_t *model = ent->model;
7761         q3shaderinfo_layer_tcmod_t *tcmod;
7762
7763         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7764                 return t->currentframe;
7765         t->update_lastrenderframe = r_textureframe;
7766         t->update_lastrenderentity = (void *)ent;
7767
7768         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7769                 t->camera_entity = ent->entitynumber;
7770         else
7771                 t->camera_entity = 0;
7772
7773         // switch to an alternate material if this is a q1bsp animated material
7774         {
7775                 texture_t *texture = t;
7776                 int s = rsurface.ent_skinnum;
7777                 if ((unsigned int)s >= (unsigned int)model->numskins)
7778                         s = 0;
7779                 if (model->skinscenes)
7780                 {
7781                         if (model->skinscenes[s].framecount > 1)
7782                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7783                         else
7784                                 s = model->skinscenes[s].firstframe;
7785                 }
7786                 if (s > 0)
7787                         t = t + s * model->num_surfaces;
7788                 if (t->animated)
7789                 {
7790                         // use an alternate animation if the entity's frame is not 0,
7791                         // and only if the texture has an alternate animation
7792                         if (rsurface.ent_alttextures && t->anim_total[1])
7793                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7794                         else
7795                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7796                 }
7797                 texture->currentframe = t;
7798         }
7799
7800         // update currentskinframe to be a qw skin or animation frame
7801         if (rsurface.ent_qwskin >= 0)
7802         {
7803                 i = rsurface.ent_qwskin;
7804                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7805                 {
7806                         r_qwskincache_size = cl.maxclients;
7807                         if (r_qwskincache)
7808                                 Mem_Free(r_qwskincache);
7809                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7810                 }
7811                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7812                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7813                 t->currentskinframe = r_qwskincache[i].skinframe;
7814                 if (t->currentskinframe == NULL)
7815                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7816         }
7817         else if (t->numskinframes >= 2)
7818                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7819         if (t->backgroundnumskinframes >= 2)
7820                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7821
7822         t->currentmaterialflags = t->basematerialflags;
7823         t->currentalpha = rsurface.colormod[3];
7824         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7825                 t->currentalpha *= r_wateralpha.value;
7826         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7827                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7828         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7829                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7830         if (!(rsurface.ent_flags & RENDER_LIGHT))
7831                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7832         else if (FAKELIGHT_ENABLED)
7833         {
7834                 // no modellight if using fakelight for the map
7835         }
7836         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7837         {
7838                 // pick a model lighting mode
7839                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7840                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7841                 else
7842                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7843         }
7844         if (rsurface.ent_flags & RENDER_ADDITIVE)
7845                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7846         else if (t->currentalpha < 1)
7847                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7848         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7849         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7850                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7851         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7852                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7853         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7854                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7855         if (t->backgroundnumskinframes)
7856                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7857         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7858         {
7859                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7860                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7861         }
7862         else
7863                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7864         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7865         {
7866                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7867                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7868         }
7869         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7870                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7871
7872         // there is no tcmod
7873         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7874         {
7875                 t->currenttexmatrix = r_waterscrollmatrix;
7876                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7877         }
7878         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7879         {
7880                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7881                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7882         }
7883
7884         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7885                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7886         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7887                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7888
7889         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7890         if (t->currentskinframe->qpixels)
7891                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7892         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7893         if (!t->basetexture)
7894                 t->basetexture = r_texture_notexture;
7895         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7896         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7897         t->nmaptexture = t->currentskinframe->nmap;
7898         if (!t->nmaptexture)
7899                 t->nmaptexture = r_texture_blanknormalmap;
7900         t->glosstexture = r_texture_black;
7901         t->glowtexture = t->currentskinframe->glow;
7902         t->fogtexture = t->currentskinframe->fog;
7903         t->reflectmasktexture = t->currentskinframe->reflect;
7904         if (t->backgroundnumskinframes)
7905         {
7906                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7907                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7908                 t->backgroundglosstexture = r_texture_black;
7909                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7910                 if (!t->backgroundnmaptexture)
7911                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7912         }
7913         else
7914         {
7915                 t->backgroundbasetexture = r_texture_white;
7916                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7917                 t->backgroundglosstexture = r_texture_black;
7918                 t->backgroundglowtexture = NULL;
7919         }
7920         t->specularpower = r_shadow_glossexponent.value;
7921         // TODO: store reference values for these in the texture?
7922         t->specularscale = 0;
7923         if (r_shadow_gloss.integer > 0)
7924         {
7925                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7926                 {
7927                         if (r_shadow_glossintensity.value > 0)
7928                         {
7929                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7930                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7931                                 t->specularscale = r_shadow_glossintensity.value;
7932                         }
7933                 }
7934                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7935                 {
7936                         t->glosstexture = r_texture_white;
7937                         t->backgroundglosstexture = r_texture_white;
7938                         t->specularscale = r_shadow_gloss2intensity.value;
7939                         t->specularpower = r_shadow_gloss2exponent.value;
7940                 }
7941         }
7942         t->specularscale *= t->specularscalemod;
7943         t->specularpower *= t->specularpowermod;
7944         t->rtlightambient = 0;
7945
7946         // lightmaps mode looks bad with dlights using actual texturing, so turn
7947         // off the colormap and glossmap, but leave the normalmap on as it still
7948         // accurately represents the shading involved
7949         if (gl_lightmaps.integer)
7950         {
7951                 t->basetexture = r_texture_grey128;
7952                 t->pantstexture = r_texture_black;
7953                 t->shirttexture = r_texture_black;
7954                 t->nmaptexture = r_texture_blanknormalmap;
7955                 t->glosstexture = r_texture_black;
7956                 t->glowtexture = NULL;
7957                 t->fogtexture = NULL;
7958                 t->reflectmasktexture = NULL;
7959                 t->backgroundbasetexture = NULL;
7960                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7961                 t->backgroundglosstexture = r_texture_black;
7962                 t->backgroundglowtexture = NULL;
7963                 t->specularscale = 0;
7964                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7965         }
7966
7967         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7968         VectorClear(t->dlightcolor);
7969         t->currentnumlayers = 0;
7970         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7971         {
7972                 int blendfunc1, blendfunc2;
7973                 qboolean depthmask;
7974                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7975                 {
7976                         blendfunc1 = GL_SRC_ALPHA;
7977                         blendfunc2 = GL_ONE;
7978                 }
7979                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7980                 {
7981                         blendfunc1 = GL_SRC_ALPHA;
7982                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7983                 }
7984                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7985                 {
7986                         blendfunc1 = t->customblendfunc[0];
7987                         blendfunc2 = t->customblendfunc[1];
7988                 }
7989                 else
7990                 {
7991                         blendfunc1 = GL_ONE;
7992                         blendfunc2 = GL_ZERO;
7993                 }
7994                 // don't colormod evilblend textures
7995                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7996                         VectorSet(t->lightmapcolor, 1, 1, 1);
7997                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7998                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7999                 {
8000                         // fullbright is not affected by r_refdef.lightmapintensity
8001                         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]);
8002                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8003                                 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]);
8004                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8005                                 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]);
8006                 }
8007                 else
8008                 {
8009                         vec3_t ambientcolor;
8010                         float colorscale;
8011                         // set the color tint used for lights affecting this surface
8012                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8013                         colorscale = 2;
8014                         // q3bsp has no lightmap updates, so the lightstylevalue that
8015                         // would normally be baked into the lightmap must be
8016                         // applied to the color
8017                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8018                         if (model->type == mod_brushq3)
8019                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8020                         colorscale *= r_refdef.lightmapintensity;
8021                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8022                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8023                         // basic lit geometry
8024                         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]);
8025                         // add pants/shirt if needed
8026                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8027                                 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]);
8028                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8029                                 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]);
8030                         // now add ambient passes if needed
8031                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8032                         {
8033                                 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]);
8034                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8035                                         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]);
8036                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8037                                         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]);
8038                         }
8039                 }
8040                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8041                         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]);
8042                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8043                 {
8044                         // if this is opaque use alpha blend which will darken the earlier
8045                         // passes cheaply.
8046                         //
8047                         // if this is an alpha blended material, all the earlier passes
8048                         // were darkened by fog already, so we only need to add the fog
8049                         // color ontop through the fog mask texture
8050                         //
8051                         // if this is an additive blended material, all the earlier passes
8052                         // were darkened by fog already, and we should not add fog color
8053                         // (because the background was not darkened, there is no fog color
8054                         // that was lost behind it).
8055                         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]);
8056                 }
8057         }
8058
8059         return t->currentframe;
8060 }
8061
8062 rsurfacestate_t rsurface;
8063
8064 void RSurf_ActiveWorldEntity(void)
8065 {
8066         dp_model_t *model = r_refdef.scene.worldmodel;
8067         //if (rsurface.entity == r_refdef.scene.worldentity)
8068         //      return;
8069         rsurface.entity = r_refdef.scene.worldentity;
8070         rsurface.skeleton = NULL;
8071         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8072         rsurface.ent_skinnum = 0;
8073         rsurface.ent_qwskin = -1;
8074         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8075         rsurface.shadertime = r_refdef.scene.time;
8076         rsurface.matrix = identitymatrix;
8077         rsurface.inversematrix = identitymatrix;
8078         rsurface.matrixscale = 1;
8079         rsurface.inversematrixscale = 1;
8080         R_EntityMatrix(&identitymatrix);
8081         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8082         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8083         rsurface.fograngerecip = r_refdef.fograngerecip;
8084         rsurface.fogheightfade = r_refdef.fogheightfade;
8085         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8086         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8087         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8088         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8089         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8090         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8091         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8092         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8093         rsurface.colormod[3] = 1;
8094         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);
8095         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8096         rsurface.frameblend[0].lerp = 1;
8097         rsurface.ent_alttextures = false;
8098         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8099         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8100         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8101         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8102         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8103         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8104         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8105         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8106         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8107         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8108         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8109         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8110         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8111         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8112         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8113         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8114         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8115         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8116         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8117         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8118         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8119         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8120         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8121         rsurface.modelelement3i = model->surfmesh.data_element3i;
8122         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8123         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8124         rsurface.modelelement3s = model->surfmesh.data_element3s;
8125         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8126         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8127         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8128         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8129         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8130         rsurface.modelsurfaces = model->data_surfaces;
8131         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8132         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8133         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8134         rsurface.modelgeneratedvertex = false;
8135         rsurface.batchgeneratedvertex = false;
8136         rsurface.batchfirstvertex = 0;
8137         rsurface.batchnumvertices = 0;
8138         rsurface.batchfirsttriangle = 0;
8139         rsurface.batchnumtriangles = 0;
8140         rsurface.batchvertex3f  = NULL;
8141         rsurface.batchvertex3f_vertexbuffer = NULL;
8142         rsurface.batchvertex3f_bufferoffset = 0;
8143         rsurface.batchsvector3f = NULL;
8144         rsurface.batchsvector3f_vertexbuffer = NULL;
8145         rsurface.batchsvector3f_bufferoffset = 0;
8146         rsurface.batchtvector3f = NULL;
8147         rsurface.batchtvector3f_vertexbuffer = NULL;
8148         rsurface.batchtvector3f_bufferoffset = 0;
8149         rsurface.batchnormal3f  = NULL;
8150         rsurface.batchnormal3f_vertexbuffer = NULL;
8151         rsurface.batchnormal3f_bufferoffset = 0;
8152         rsurface.batchlightmapcolor4f = NULL;
8153         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8154         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8155         rsurface.batchtexcoordtexture2f = NULL;
8156         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8157         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8158         rsurface.batchtexcoordlightmap2f = NULL;
8159         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8160         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8161         rsurface.batchvertexmesh = NULL;
8162         rsurface.batchvertexmeshbuffer = NULL;
8163         rsurface.batchvertex3fbuffer = NULL;
8164         rsurface.batchelement3i = NULL;
8165         rsurface.batchelement3i_indexbuffer = NULL;
8166         rsurface.batchelement3i_bufferoffset = 0;
8167         rsurface.batchelement3s = NULL;
8168         rsurface.batchelement3s_indexbuffer = NULL;
8169         rsurface.batchelement3s_bufferoffset = 0;
8170         rsurface.passcolor4f = NULL;
8171         rsurface.passcolor4f_vertexbuffer = NULL;
8172         rsurface.passcolor4f_bufferoffset = 0;
8173 }
8174
8175 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8176 {
8177         dp_model_t *model = ent->model;
8178         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8179         //      return;
8180         rsurface.entity = (entity_render_t *)ent;
8181         rsurface.skeleton = ent->skeleton;
8182         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8183         rsurface.ent_skinnum = ent->skinnum;
8184         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;
8185         rsurface.ent_flags = ent->flags;
8186         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8187         rsurface.matrix = ent->matrix;
8188         rsurface.inversematrix = ent->inversematrix;
8189         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8190         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8191         R_EntityMatrix(&rsurface.matrix);
8192         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8193         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8194         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8195         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8196         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8197         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8198         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8199         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8200         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8201         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8202         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8203         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8204         rsurface.colormod[3] = ent->alpha;
8205         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8206         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8207         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8208         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8209         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8210         if (ent->model->brush.submodel && !prepass)
8211         {
8212                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8213                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8214         }
8215         if (model->surfmesh.isanimated && model->AnimateVertices)
8216         {
8217                 if (ent->animcache_vertex3f)
8218                 {
8219                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8220                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8221                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8222                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8223                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8224                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8225                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8226                 }
8227                 else if (wanttangents)
8228                 {
8229                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8230                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8231                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8232                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8233                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8234                         rsurface.modelvertexmesh = NULL;
8235                         rsurface.modelvertexmeshbuffer = NULL;
8236                         rsurface.modelvertex3fbuffer = NULL;
8237                 }
8238                 else if (wantnormals)
8239                 {
8240                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8241                         rsurface.modelsvector3f = NULL;
8242                         rsurface.modeltvector3f = NULL;
8243                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8244                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8245                         rsurface.modelvertexmesh = NULL;
8246                         rsurface.modelvertexmeshbuffer = NULL;
8247                         rsurface.modelvertex3fbuffer = NULL;
8248                 }
8249                 else
8250                 {
8251                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8252                         rsurface.modelsvector3f = NULL;
8253                         rsurface.modeltvector3f = NULL;
8254                         rsurface.modelnormal3f = NULL;
8255                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8256                         rsurface.modelvertexmesh = NULL;
8257                         rsurface.modelvertexmeshbuffer = NULL;
8258                         rsurface.modelvertex3fbuffer = NULL;
8259                 }
8260                 rsurface.modelvertex3f_vertexbuffer = 0;
8261                 rsurface.modelvertex3f_bufferoffset = 0;
8262                 rsurface.modelsvector3f_vertexbuffer = 0;
8263                 rsurface.modelsvector3f_bufferoffset = 0;
8264                 rsurface.modeltvector3f_vertexbuffer = 0;
8265                 rsurface.modeltvector3f_bufferoffset = 0;
8266                 rsurface.modelnormal3f_vertexbuffer = 0;
8267                 rsurface.modelnormal3f_bufferoffset = 0;
8268                 rsurface.modelgeneratedvertex = true;
8269         }
8270         else
8271         {
8272                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8273                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8274                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8275                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8276                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8277                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8278                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8279                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8280                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8281                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8282                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8283                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8284                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8285                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8286                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8287                 rsurface.modelgeneratedvertex = false;
8288         }
8289         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8290         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8291         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8292         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8293         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8294         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8295         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8296         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8297         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8298         rsurface.modelelement3i = model->surfmesh.data_element3i;
8299         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8300         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8301         rsurface.modelelement3s = model->surfmesh.data_element3s;
8302         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8303         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8304         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8305         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8306         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8307         rsurface.modelsurfaces = model->data_surfaces;
8308         rsurface.batchgeneratedvertex = false;
8309         rsurface.batchfirstvertex = 0;
8310         rsurface.batchnumvertices = 0;
8311         rsurface.batchfirsttriangle = 0;
8312         rsurface.batchnumtriangles = 0;
8313         rsurface.batchvertex3f  = NULL;
8314         rsurface.batchvertex3f_vertexbuffer = NULL;
8315         rsurface.batchvertex3f_bufferoffset = 0;
8316         rsurface.batchsvector3f = NULL;
8317         rsurface.batchsvector3f_vertexbuffer = NULL;
8318         rsurface.batchsvector3f_bufferoffset = 0;
8319         rsurface.batchtvector3f = NULL;
8320         rsurface.batchtvector3f_vertexbuffer = NULL;
8321         rsurface.batchtvector3f_bufferoffset = 0;
8322         rsurface.batchnormal3f  = NULL;
8323         rsurface.batchnormal3f_vertexbuffer = NULL;
8324         rsurface.batchnormal3f_bufferoffset = 0;
8325         rsurface.batchlightmapcolor4f = NULL;
8326         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8327         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8328         rsurface.batchtexcoordtexture2f = NULL;
8329         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8330         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8331         rsurface.batchtexcoordlightmap2f = NULL;
8332         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8333         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8334         rsurface.batchvertexmesh = NULL;
8335         rsurface.batchvertexmeshbuffer = NULL;
8336         rsurface.batchvertex3fbuffer = NULL;
8337         rsurface.batchelement3i = NULL;
8338         rsurface.batchelement3i_indexbuffer = NULL;
8339         rsurface.batchelement3i_bufferoffset = 0;
8340         rsurface.batchelement3s = NULL;
8341         rsurface.batchelement3s_indexbuffer = NULL;
8342         rsurface.batchelement3s_bufferoffset = 0;
8343         rsurface.passcolor4f = NULL;
8344         rsurface.passcolor4f_vertexbuffer = NULL;
8345         rsurface.passcolor4f_bufferoffset = 0;
8346 }
8347
8348 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)
8349 {
8350         rsurface.entity = r_refdef.scene.worldentity;
8351         rsurface.skeleton = NULL;
8352         rsurface.ent_skinnum = 0;
8353         rsurface.ent_qwskin = -1;
8354         rsurface.ent_flags = entflags;
8355         rsurface.shadertime = r_refdef.scene.time - shadertime;
8356         rsurface.modelnumvertices = numvertices;
8357         rsurface.modelnumtriangles = numtriangles;
8358         rsurface.matrix = *matrix;
8359         rsurface.inversematrix = *inversematrix;
8360         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8361         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8362         R_EntityMatrix(&rsurface.matrix);
8363         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8364         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8365         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8366         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8367         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8368         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8369         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8370         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8371         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8372         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8373         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8374         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8375         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);
8376         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8377         rsurface.frameblend[0].lerp = 1;
8378         rsurface.ent_alttextures = false;
8379         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8380         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8381         if (wanttangents)
8382         {
8383                 rsurface.modelvertex3f = (float *)vertex3f;
8384                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8385                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8386                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8387         }
8388         else if (wantnormals)
8389         {
8390                 rsurface.modelvertex3f = (float *)vertex3f;
8391                 rsurface.modelsvector3f = NULL;
8392                 rsurface.modeltvector3f = NULL;
8393                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8394         }
8395         else
8396         {
8397                 rsurface.modelvertex3f = (float *)vertex3f;
8398                 rsurface.modelsvector3f = NULL;
8399                 rsurface.modeltvector3f = NULL;
8400                 rsurface.modelnormal3f = NULL;
8401         }
8402         rsurface.modelvertexmesh = NULL;
8403         rsurface.modelvertexmeshbuffer = NULL;
8404         rsurface.modelvertex3fbuffer = NULL;
8405         rsurface.modelvertex3f_vertexbuffer = 0;
8406         rsurface.modelvertex3f_bufferoffset = 0;
8407         rsurface.modelsvector3f_vertexbuffer = 0;
8408         rsurface.modelsvector3f_bufferoffset = 0;
8409         rsurface.modeltvector3f_vertexbuffer = 0;
8410         rsurface.modeltvector3f_bufferoffset = 0;
8411         rsurface.modelnormal3f_vertexbuffer = 0;
8412         rsurface.modelnormal3f_bufferoffset = 0;
8413         rsurface.modelgeneratedvertex = true;
8414         rsurface.modellightmapcolor4f  = (float *)color4f;
8415         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8416         rsurface.modellightmapcolor4f_bufferoffset = 0;
8417         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8418         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8419         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8420         rsurface.modeltexcoordlightmap2f  = NULL;
8421         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8422         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8423         rsurface.modelelement3i = (int *)element3i;
8424         rsurface.modelelement3i_indexbuffer = NULL;
8425         rsurface.modelelement3i_bufferoffset = 0;
8426         rsurface.modelelement3s = (unsigned short *)element3s;
8427         rsurface.modelelement3s_indexbuffer = NULL;
8428         rsurface.modelelement3s_bufferoffset = 0;
8429         rsurface.modellightmapoffsets = NULL;
8430         rsurface.modelsurfaces = NULL;
8431         rsurface.batchgeneratedvertex = false;
8432         rsurface.batchfirstvertex = 0;
8433         rsurface.batchnumvertices = 0;
8434         rsurface.batchfirsttriangle = 0;
8435         rsurface.batchnumtriangles = 0;
8436         rsurface.batchvertex3f  = NULL;
8437         rsurface.batchvertex3f_vertexbuffer = NULL;
8438         rsurface.batchvertex3f_bufferoffset = 0;
8439         rsurface.batchsvector3f = NULL;
8440         rsurface.batchsvector3f_vertexbuffer = NULL;
8441         rsurface.batchsvector3f_bufferoffset = 0;
8442         rsurface.batchtvector3f = NULL;
8443         rsurface.batchtvector3f_vertexbuffer = NULL;
8444         rsurface.batchtvector3f_bufferoffset = 0;
8445         rsurface.batchnormal3f  = NULL;
8446         rsurface.batchnormal3f_vertexbuffer = NULL;
8447         rsurface.batchnormal3f_bufferoffset = 0;
8448         rsurface.batchlightmapcolor4f = NULL;
8449         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8450         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8451         rsurface.batchtexcoordtexture2f = NULL;
8452         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8453         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8454         rsurface.batchtexcoordlightmap2f = NULL;
8455         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8456         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8457         rsurface.batchvertexmesh = NULL;
8458         rsurface.batchvertexmeshbuffer = NULL;
8459         rsurface.batchvertex3fbuffer = NULL;
8460         rsurface.batchelement3i = NULL;
8461         rsurface.batchelement3i_indexbuffer = NULL;
8462         rsurface.batchelement3i_bufferoffset = 0;
8463         rsurface.batchelement3s = NULL;
8464         rsurface.batchelement3s_indexbuffer = NULL;
8465         rsurface.batchelement3s_bufferoffset = 0;
8466         rsurface.passcolor4f = NULL;
8467         rsurface.passcolor4f_vertexbuffer = NULL;
8468         rsurface.passcolor4f_bufferoffset = 0;
8469
8470         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8471         {
8472                 if ((wantnormals || wanttangents) && !normal3f)
8473                 {
8474                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8475                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8476                 }
8477                 if (wanttangents && !svector3f)
8478                 {
8479                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8480                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8481                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8482                 }
8483         }
8484 }
8485
8486 float RSurf_FogPoint(const float *v)
8487 {
8488         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8489         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8490         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8491         float FogHeightFade = r_refdef.fogheightfade;
8492         float fogfrac;
8493         unsigned int fogmasktableindex;
8494         if (r_refdef.fogplaneviewabove)
8495                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8496         else
8497                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8498         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8499         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8500 }
8501
8502 float RSurf_FogVertex(const float *v)
8503 {
8504         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8505         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8506         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8507         float FogHeightFade = rsurface.fogheightfade;
8508         float fogfrac;
8509         unsigned int fogmasktableindex;
8510         if (r_refdef.fogplaneviewabove)
8511                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8512         else
8513                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8514         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8515         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8516 }
8517
8518 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8519 {
8520         int i;
8521         for (i = 0;i < numelements;i++)
8522                 outelement3i[i] = inelement3i[i] + adjust;
8523 }
8524
8525 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8526 extern cvar_t gl_vbo;
8527 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8528 {
8529         int deformindex;
8530         int firsttriangle;
8531         int numtriangles;
8532         int firstvertex;
8533         int endvertex;
8534         int numvertices;
8535         int surfacefirsttriangle;
8536         int surfacenumtriangles;
8537         int surfacefirstvertex;
8538         int surfaceendvertex;
8539         int surfacenumvertices;
8540         int batchnumvertices;
8541         int batchnumtriangles;
8542         int needsupdate;
8543         int i, j;
8544         qboolean gaps;
8545         qboolean dynamicvertex;
8546         float amplitude;
8547         float animpos;
8548         float scale;
8549         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8550         float waveparms[4];
8551         q3shaderinfo_deform_t *deform;
8552         const msurface_t *surface, *firstsurface;
8553         r_vertexmesh_t *vertexmesh;
8554         if (!texturenumsurfaces)
8555                 return;
8556         // find vertex range of this surface batch
8557         gaps = false;
8558         firstsurface = texturesurfacelist[0];
8559         firsttriangle = firstsurface->num_firsttriangle;
8560         batchnumvertices = 0;
8561         batchnumtriangles = 0;
8562         firstvertex = endvertex = firstsurface->num_firstvertex;
8563         for (i = 0;i < texturenumsurfaces;i++)
8564         {
8565                 surface = texturesurfacelist[i];
8566                 if (surface != firstsurface + i)
8567                         gaps = true;
8568                 surfacefirstvertex = surface->num_firstvertex;
8569                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8570                 surfacenumvertices = surface->num_vertices;
8571                 surfacenumtriangles = surface->num_triangles;
8572                 if (firstvertex > surfacefirstvertex)
8573                         firstvertex = surfacefirstvertex;
8574                 if (endvertex < surfaceendvertex)
8575                         endvertex = surfaceendvertex;
8576                 batchnumvertices += surfacenumvertices;
8577                 batchnumtriangles += surfacenumtriangles;
8578         }
8579
8580         // we now know the vertex range used, and if there are any gaps in it
8581         rsurface.batchfirstvertex = firstvertex;
8582         rsurface.batchnumvertices = endvertex - firstvertex;
8583         rsurface.batchfirsttriangle = firsttriangle;
8584         rsurface.batchnumtriangles = batchnumtriangles;
8585
8586         // this variable holds flags for which properties have been updated that
8587         // may require regenerating vertexmesh array...
8588         needsupdate = 0;
8589
8590         // check if any dynamic vertex processing must occur
8591         dynamicvertex = false;
8592
8593         // if there is a chance of animated vertex colors, it's a dynamic batch
8594         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8595         {
8596                 dynamicvertex = true;
8597                 batchneed |= BATCHNEED_NOGAPS;
8598                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8599         }
8600
8601         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8602         {
8603                 switch (deform->deform)
8604                 {
8605                 default:
8606                 case Q3DEFORM_PROJECTIONSHADOW:
8607                 case Q3DEFORM_TEXT0:
8608                 case Q3DEFORM_TEXT1:
8609                 case Q3DEFORM_TEXT2:
8610                 case Q3DEFORM_TEXT3:
8611                 case Q3DEFORM_TEXT4:
8612                 case Q3DEFORM_TEXT5:
8613                 case Q3DEFORM_TEXT6:
8614                 case Q3DEFORM_TEXT7:
8615                 case Q3DEFORM_NONE:
8616                         break;
8617                 case Q3DEFORM_AUTOSPRITE:
8618                         dynamicvertex = true;
8619                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8620                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8621                         break;
8622                 case Q3DEFORM_AUTOSPRITE2:
8623                         dynamicvertex = true;
8624                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8625                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8626                         break;
8627                 case Q3DEFORM_NORMAL:
8628                         dynamicvertex = true;
8629                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8630                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8631                         break;
8632                 case Q3DEFORM_WAVE:
8633                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8634                                 break; // if wavefunc is a nop, ignore this transform
8635                         dynamicvertex = true;
8636                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8637                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8638                         break;
8639                 case Q3DEFORM_BULGE:
8640                         dynamicvertex = true;
8641                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8642                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8643                         break;
8644                 case Q3DEFORM_MOVE:
8645                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8646                                 break; // if wavefunc is a nop, ignore this transform
8647                         dynamicvertex = true;
8648                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8649                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8650                         break;
8651                 }
8652         }
8653         switch(rsurface.texture->tcgen.tcgen)
8654         {
8655         default:
8656         case Q3TCGEN_TEXTURE:
8657                 break;
8658         case Q3TCGEN_LIGHTMAP:
8659                 dynamicvertex = true;
8660                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8661                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8662                 break;
8663         case Q3TCGEN_VECTOR:
8664                 dynamicvertex = true;
8665                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8666                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8667                 break;
8668         case Q3TCGEN_ENVIRONMENT:
8669                 dynamicvertex = true;
8670                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8671                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8672                 break;
8673         }
8674         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8675         {
8676                 dynamicvertex = true;
8677                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8678                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8679         }
8680
8681         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8682         {
8683                 dynamicvertex = true;
8684                 batchneed |= BATCHNEED_NOGAPS;
8685                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8686         }
8687
8688         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8689         {
8690                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8691                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8692                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8693                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8694                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8695                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8696                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8697         }
8698
8699         // when the model data has no vertex buffer (dynamic mesh), we need to
8700         // eliminate gaps
8701         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8702                 batchneed |= BATCHNEED_NOGAPS;
8703
8704         // if needsupdate, we have to do a dynamic vertex batch for sure
8705         if (needsupdate & batchneed)
8706                 dynamicvertex = true;
8707
8708         // see if we need to build vertexmesh from arrays
8709         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8710                 dynamicvertex = true;
8711
8712         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8713         // also some drivers strongly dislike firstvertex
8714         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8715                 dynamicvertex = true;
8716
8717         rsurface.batchvertex3f = rsurface.modelvertex3f;
8718         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8719         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8720         rsurface.batchsvector3f = rsurface.modelsvector3f;
8721         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8722         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8723         rsurface.batchtvector3f = rsurface.modeltvector3f;
8724         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8725         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8726         rsurface.batchnormal3f = rsurface.modelnormal3f;
8727         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8728         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8729         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8730         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8731         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8732         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8733         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8734         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8735         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8736         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8737         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8738         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8739         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8740         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8741         rsurface.batchelement3i = rsurface.modelelement3i;
8742         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8743         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8744         rsurface.batchelement3s = rsurface.modelelement3s;
8745         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8746         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8747
8748         // if any dynamic vertex processing has to occur in software, we copy the
8749         // entire surface list together before processing to rebase the vertices
8750         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8751         //
8752         // if any gaps exist and we do not have a static vertex buffer, we have to
8753         // copy the surface list together to avoid wasting upload bandwidth on the
8754         // vertices in the gaps.
8755         //
8756         // if gaps exist and we have a static vertex buffer, we still have to
8757         // combine the index buffer ranges into one dynamic index buffer.
8758         //
8759         // in all cases we end up with data that can be drawn in one call.
8760
8761         if (!dynamicvertex)
8762         {
8763                 // static vertex data, just set pointers...
8764                 rsurface.batchgeneratedvertex = false;
8765                 // if there are gaps, we want to build a combined index buffer,
8766                 // otherwise use the original static buffer with an appropriate offset
8767                 if (gaps)
8768                 {
8769                         // build a new triangle elements array for this batch
8770                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8771                         rsurface.batchfirsttriangle = 0;
8772                         numtriangles = 0;
8773                         for (i = 0;i < texturenumsurfaces;i++)
8774                         {
8775                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8776                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8777                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8778                                 numtriangles += surfacenumtriangles;
8779                         }
8780                         rsurface.batchelement3i_indexbuffer = NULL;
8781                         rsurface.batchelement3i_bufferoffset = 0;
8782                         rsurface.batchelement3s = NULL;
8783                         rsurface.batchelement3s_indexbuffer = NULL;
8784                         rsurface.batchelement3s_bufferoffset = 0;
8785                         if (endvertex <= 65536)
8786                         {
8787                                 // make a 16bit (unsigned short) index array if possible
8788                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8789                                 for (i = 0;i < numtriangles*3;i++)
8790                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8791                         }
8792                 }
8793                 return;
8794         }
8795
8796         // something needs software processing, do it for real...
8797         // we only directly handle separate array data in this case and then
8798         // generate interleaved data if needed...
8799         rsurface.batchgeneratedvertex = true;
8800
8801         // now copy the vertex data into a combined array and make an index array
8802         // (this is what Quake3 does all the time)
8803         //if (gaps || rsurface.batchfirstvertex)
8804         {
8805                 rsurface.batchvertex3fbuffer = NULL;
8806                 rsurface.batchvertexmesh = NULL;
8807                 rsurface.batchvertexmeshbuffer = NULL;
8808                 rsurface.batchvertex3f = NULL;
8809                 rsurface.batchvertex3f_vertexbuffer = NULL;
8810                 rsurface.batchvertex3f_bufferoffset = 0;
8811                 rsurface.batchsvector3f = NULL;
8812                 rsurface.batchsvector3f_vertexbuffer = NULL;
8813                 rsurface.batchsvector3f_bufferoffset = 0;
8814                 rsurface.batchtvector3f = NULL;
8815                 rsurface.batchtvector3f_vertexbuffer = NULL;
8816                 rsurface.batchtvector3f_bufferoffset = 0;
8817                 rsurface.batchnormal3f = NULL;
8818                 rsurface.batchnormal3f_vertexbuffer = NULL;
8819                 rsurface.batchnormal3f_bufferoffset = 0;
8820                 rsurface.batchlightmapcolor4f = NULL;
8821                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8822                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8823                 rsurface.batchtexcoordtexture2f = NULL;
8824                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8825                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8826                 rsurface.batchtexcoordlightmap2f = NULL;
8827                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8828                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8829                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8830                 rsurface.batchelement3i_indexbuffer = NULL;
8831                 rsurface.batchelement3i_bufferoffset = 0;
8832                 rsurface.batchelement3s = NULL;
8833                 rsurface.batchelement3s_indexbuffer = NULL;
8834                 rsurface.batchelement3s_bufferoffset = 0;
8835                 // we'll only be setting up certain arrays as needed
8836                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8837                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8838                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8839                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8840                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8841                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8842                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8843                 {
8844                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8845                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8846                 }
8847                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8848                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8849                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8850                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8851                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8852                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8853                 numvertices = 0;
8854                 numtriangles = 0;
8855                 for (i = 0;i < texturenumsurfaces;i++)
8856                 {
8857                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8858                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8859                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8860                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8861                         // copy only the data requested
8862                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8863                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8864                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8865                         {
8866                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8867                                 {
8868                                         if (rsurface.batchvertex3f)
8869                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8870                                         else
8871                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8872                                 }
8873                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8874                                 {
8875                                         if (rsurface.modelnormal3f)
8876                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8877                                         else
8878                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8879                                 }
8880                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8881                                 {
8882                                         if (rsurface.modelsvector3f)
8883                                         {
8884                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8885                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8886                                         }
8887                                         else
8888                                         {
8889                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8890                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8891                                         }
8892                                 }
8893                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8894                                 {
8895                                         if (rsurface.modellightmapcolor4f)
8896                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8897                                         else
8898                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8899                                 }
8900                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8901                                 {
8902                                         if (rsurface.modeltexcoordtexture2f)
8903                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8904                                         else
8905                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8906                                 }
8907                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8908                                 {
8909                                         if (rsurface.modeltexcoordlightmap2f)
8910                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8911                                         else
8912                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8913                                 }
8914                         }
8915                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8916                         numvertices += surfacenumvertices;
8917                         numtriangles += surfacenumtriangles;
8918                 }
8919
8920                 // generate a 16bit index array as well if possible
8921                 // (in general, dynamic batches fit)
8922                 if (numvertices <= 65536)
8923                 {
8924                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8925                         for (i = 0;i < numtriangles*3;i++)
8926                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8927                 }
8928
8929                 // since we've copied everything, the batch now starts at 0
8930                 rsurface.batchfirstvertex = 0;
8931                 rsurface.batchnumvertices = batchnumvertices;
8932                 rsurface.batchfirsttriangle = 0;
8933                 rsurface.batchnumtriangles = batchnumtriangles;
8934         }
8935
8936         // q1bsp surfaces rendered in vertex color mode have to have colors
8937         // calculated based on lightstyles
8938         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8939         {
8940                 // generate color arrays for the surfaces in this list
8941                 int c[4];
8942                 int scale;
8943                 int size3;
8944                 const int *offsets;
8945                 const unsigned char *lm;
8946                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8947                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8948                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8949                 numvertices = 0;
8950                 for (i = 0;i < texturenumsurfaces;i++)
8951                 {
8952                         surface = texturesurfacelist[i];
8953                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8954                         surfacenumvertices = surface->num_vertices;
8955                         if (surface->lightmapinfo->samples)
8956                         {
8957                                 for (j = 0;j < surfacenumvertices;j++)
8958                                 {
8959                                         lm = surface->lightmapinfo->samples + offsets[j];
8960                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8961                                         VectorScale(lm, scale, c);
8962                                         if (surface->lightmapinfo->styles[1] != 255)
8963                                         {
8964                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8965                                                 lm += size3;
8966                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8967                                                 VectorMA(c, scale, lm, c);
8968                                                 if (surface->lightmapinfo->styles[2] != 255)
8969                                                 {
8970                                                         lm += size3;
8971                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8972                                                         VectorMA(c, scale, lm, c);
8973                                                         if (surface->lightmapinfo->styles[3] != 255)
8974                                                         {
8975                                                                 lm += size3;
8976                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8977                                                                 VectorMA(c, scale, lm, c);
8978                                                         }
8979                                                 }
8980                                         }
8981                                         c[0] >>= 7;
8982                                         c[1] >>= 7;
8983                                         c[2] >>= 7;
8984                                         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);
8985                                         numvertices++;
8986                                 }
8987                         }
8988                         else
8989                         {
8990                                 for (j = 0;j < surfacenumvertices;j++)
8991                                 {
8992                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8993                                         numvertices++;
8994                                 }
8995                         }
8996                 }
8997         }
8998
8999         // if vertices are deformed (sprite flares and things in maps, possibly
9000         // water waves, bulges and other deformations), modify the copied vertices
9001         // in place
9002         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9003         {
9004                 switch (deform->deform)
9005                 {
9006                 default:
9007                 case Q3DEFORM_PROJECTIONSHADOW:
9008                 case Q3DEFORM_TEXT0:
9009                 case Q3DEFORM_TEXT1:
9010                 case Q3DEFORM_TEXT2:
9011                 case Q3DEFORM_TEXT3:
9012                 case Q3DEFORM_TEXT4:
9013                 case Q3DEFORM_TEXT5:
9014                 case Q3DEFORM_TEXT6:
9015                 case Q3DEFORM_TEXT7:
9016                 case Q3DEFORM_NONE:
9017                         break;
9018                 case Q3DEFORM_AUTOSPRITE:
9019                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9020                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9021                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9022                         VectorNormalize(newforward);
9023                         VectorNormalize(newright);
9024                         VectorNormalize(newup);
9025 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9026 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9027 //                      rsurface.batchvertex3f_bufferoffset = 0;
9028 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9029 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9030 //                      rsurface.batchsvector3f_bufferoffset = 0;
9031 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9032 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9033 //                      rsurface.batchtvector3f_bufferoffset = 0;
9034 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9035 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9036 //                      rsurface.batchnormal3f_bufferoffset = 0;
9037                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9038                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9039                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9040                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9041                                 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);
9042                         // a single autosprite surface can contain multiple sprites...
9043                         for (j = 0;j < batchnumvertices - 3;j += 4)
9044                         {
9045                                 VectorClear(center);
9046                                 for (i = 0;i < 4;i++)
9047                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9048                                 VectorScale(center, 0.25f, center);
9049                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9050                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9051                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9052                                 for (i = 0;i < 4;i++)
9053                                 {
9054                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9055                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9056                                 }
9057                         }
9058                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9059                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9060                         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);
9061                         break;
9062                 case Q3DEFORM_AUTOSPRITE2:
9063                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9064                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9065                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9066                         VectorNormalize(newforward);
9067                         VectorNormalize(newright);
9068                         VectorNormalize(newup);
9069 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9070 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9071 //                      rsurface.batchvertex3f_bufferoffset = 0;
9072                         {
9073                                 const float *v1, *v2;
9074                                 vec3_t start, end;
9075                                 float f, l;
9076                                 struct
9077                                 {
9078                                         float length2;
9079                                         const float *v1;
9080                                         const float *v2;
9081                                 }
9082                                 shortest[2];
9083                                 memset(shortest, 0, sizeof(shortest));
9084                                 // a single autosprite surface can contain multiple sprites...
9085                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9086                                 {
9087                                         VectorClear(center);
9088                                         for (i = 0;i < 4;i++)
9089                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9090                                         VectorScale(center, 0.25f, center);
9091                                         // find the two shortest edges, then use them to define the
9092                                         // axis vectors for rotating around the central axis
9093                                         for (i = 0;i < 6;i++)
9094                                         {
9095                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9096                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9097                                                 l = VectorDistance2(v1, v2);
9098                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9099                                                 if (v1[2] != v2[2])
9100                                                         l += (1.0f / 1024.0f);
9101                                                 if (shortest[0].length2 > l || i == 0)
9102                                                 {
9103                                                         shortest[1] = shortest[0];
9104                                                         shortest[0].length2 = l;
9105                                                         shortest[0].v1 = v1;
9106                                                         shortest[0].v2 = v2;
9107                                                 }
9108                                                 else if (shortest[1].length2 > l || i == 1)
9109                                                 {
9110                                                         shortest[1].length2 = l;
9111                                                         shortest[1].v1 = v1;
9112                                                         shortest[1].v2 = v2;
9113                                                 }
9114                                         }
9115                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9116                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9117                                         // this calculates the right vector from the shortest edge
9118                                         // and the up vector from the edge midpoints
9119                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9120                                         VectorNormalize(right);
9121                                         VectorSubtract(end, start, up);
9122                                         VectorNormalize(up);
9123                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9124                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9125                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9126                                         VectorNegate(forward, forward);
9127                                         VectorReflect(forward, 0, up, forward);
9128                                         VectorNormalize(forward);
9129                                         CrossProduct(up, forward, newright);
9130                                         VectorNormalize(newright);
9131                                         // rotate the quad around the up axis vector, this is made
9132                                         // especially easy by the fact we know the quad is flat,
9133                                         // so we only have to subtract the center position and
9134                                         // measure distance along the right vector, and then
9135                                         // multiply that by the newright vector and add back the
9136                                         // center position
9137                                         // we also need to subtract the old position to undo the
9138                                         // displacement from the center, which we do with a
9139                                         // DotProduct, the subtraction/addition of center is also
9140                                         // optimized into DotProducts here
9141                                         l = DotProduct(right, center);
9142                                         for (i = 0;i < 4;i++)
9143                                         {
9144                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9145                                                 f = DotProduct(right, v1) - l;
9146                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9147                                         }
9148                                 }
9149                         }
9150                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9151                         {
9152 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9153 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9154 //                              rsurface.batchnormal3f_bufferoffset = 0;
9155                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9156                         }
9157                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9158                         {
9159 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9160 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9161 //                              rsurface.batchsvector3f_bufferoffset = 0;
9162 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9163 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9164 //                              rsurface.batchtvector3f_bufferoffset = 0;
9165                                 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);
9166                         }
9167                         break;
9168                 case Q3DEFORM_NORMAL:
9169                         // deform the normals to make reflections wavey
9170                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9171                         rsurface.batchnormal3f_vertexbuffer = NULL;
9172                         rsurface.batchnormal3f_bufferoffset = 0;
9173                         for (j = 0;j < batchnumvertices;j++)
9174                         {
9175                                 float vertex[3];
9176                                 float *normal = rsurface.batchnormal3f + 3*j;
9177                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9178                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9179                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9180                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9181                                 VectorNormalize(normal);
9182                         }
9183                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9184                         {
9185 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9186 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9187 //                              rsurface.batchsvector3f_bufferoffset = 0;
9188 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9189 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9190 //                              rsurface.batchtvector3f_bufferoffset = 0;
9191                                 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);
9192                         }
9193                         break;
9194                 case Q3DEFORM_WAVE:
9195                         // deform vertex array to make wavey water and flags and such
9196                         waveparms[0] = deform->waveparms[0];
9197                         waveparms[1] = deform->waveparms[1];
9198                         waveparms[2] = deform->waveparms[2];
9199                         waveparms[3] = deform->waveparms[3];
9200                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9201                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9202                         // this is how a divisor of vertex influence on deformation
9203                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9204                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9205 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9206 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9207 //                      rsurface.batchvertex3f_bufferoffset = 0;
9208 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9209 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9210 //                      rsurface.batchnormal3f_bufferoffset = 0;
9211                         for (j = 0;j < batchnumvertices;j++)
9212                         {
9213                                 // if the wavefunc depends on time, evaluate it per-vertex
9214                                 if (waveparms[3])
9215                                 {
9216                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9217                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9218                                 }
9219                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9220                         }
9221                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9222                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9223                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9224                         {
9225 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9226 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9227 //                              rsurface.batchsvector3f_bufferoffset = 0;
9228 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9229 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9230 //                              rsurface.batchtvector3f_bufferoffset = 0;
9231                                 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);
9232                         }
9233                         break;
9234                 case Q3DEFORM_BULGE:
9235                         // deform vertex array to make the surface have moving bulges
9236 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9237 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9238 //                      rsurface.batchvertex3f_bufferoffset = 0;
9239 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9240 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9241 //                      rsurface.batchnormal3f_bufferoffset = 0;
9242                         for (j = 0;j < batchnumvertices;j++)
9243                         {
9244                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9245                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9246                         }
9247                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9248                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9249                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9250                         {
9251 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9252 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9253 //                              rsurface.batchsvector3f_bufferoffset = 0;
9254 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9255 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9256 //                              rsurface.batchtvector3f_bufferoffset = 0;
9257                                 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);
9258                         }
9259                         break;
9260                 case Q3DEFORM_MOVE:
9261                         // deform vertex array
9262                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9263                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9264                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9265                         VectorScale(deform->parms, scale, waveparms);
9266 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9267 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9268 //                      rsurface.batchvertex3f_bufferoffset = 0;
9269                         for (j = 0;j < batchnumvertices;j++)
9270                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9271                         break;
9272                 }
9273         }
9274
9275         // generate texcoords based on the chosen texcoord source
9276         switch(rsurface.texture->tcgen.tcgen)
9277         {
9278         default:
9279         case Q3TCGEN_TEXTURE:
9280                 break;
9281         case Q3TCGEN_LIGHTMAP:
9282 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9283 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9284 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9285                 if (rsurface.batchtexcoordlightmap2f)
9286                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9287                 break;
9288         case Q3TCGEN_VECTOR:
9289 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9290 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9291 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9292                 for (j = 0;j < batchnumvertices;j++)
9293                 {
9294                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9295                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9296                 }
9297                 break;
9298         case Q3TCGEN_ENVIRONMENT:
9299                 // make environment reflections using a spheremap
9300                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9301                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9302                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9303                 for (j = 0;j < batchnumvertices;j++)
9304                 {
9305                         // identical to Q3A's method, but executed in worldspace so
9306                         // carried models can be shiny too
9307
9308                         float viewer[3], d, reflected[3], worldreflected[3];
9309
9310                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9311                         // VectorNormalize(viewer);
9312
9313                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9314
9315                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9316                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9317                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9318                         // note: this is proportinal to viewer, so we can normalize later
9319
9320                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9321                         VectorNormalize(worldreflected);
9322
9323                         // note: this sphere map only uses world x and z!
9324                         // so positive and negative y will LOOK THE SAME.
9325                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9326                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9327                 }
9328                 break;
9329         }
9330         // the only tcmod that needs software vertex processing is turbulent, so
9331         // check for it here and apply the changes if needed
9332         // and we only support that as the first one
9333         // (handling a mixture of turbulent and other tcmods would be problematic
9334         //  without punting it entirely to a software path)
9335         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9336         {
9337                 amplitude = rsurface.texture->tcmods[0].parms[1];
9338                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9339 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9340 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9341 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9342                 for (j = 0;j < batchnumvertices;j++)
9343                 {
9344                         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);
9345                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9346                 }
9347         }
9348
9349         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9350         {
9351                 // convert the modified arrays to vertex structs
9352 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9353 //              rsurface.batchvertexmeshbuffer = NULL;
9354                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9355                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9356                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9357                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9358                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9359                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9360                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9361                 {
9362                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9363                         {
9364                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9365                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9366                         }
9367                 }
9368                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9369                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9370                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9371                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9372                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9373                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9374                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9375                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9376                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9377         }
9378 }
9379
9380 void RSurf_DrawBatch(void)
9381 {
9382         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9383         // through the pipeline, killing it earlier in the pipeline would have
9384         // per-surface overhead rather than per-batch overhead, so it's best to
9385         // reject it here, before it hits glDraw.
9386         if (rsurface.batchnumtriangles == 0)
9387                 return;
9388 #if 0
9389         // batch debugging code
9390         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9391         {
9392                 int i;
9393                 int j;
9394                 int c;
9395                 const int *e;
9396                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9397                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9398                 {
9399                         c = e[i];
9400                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9401                         {
9402                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9403                                 {
9404                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9405                                                 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);
9406                                         break;
9407                                 }
9408                         }
9409                 }
9410         }
9411 #endif
9412         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);
9413 }
9414
9415 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9416 {
9417         // pick the closest matching water plane
9418         int planeindex, vertexindex, bestplaneindex = -1;
9419         float d, bestd;
9420         vec3_t vert;
9421         const float *v;
9422         r_waterstate_waterplane_t *p;
9423         qboolean prepared = false;
9424         bestd = 0;
9425         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9426         {
9427                 if(p->camera_entity != rsurface.texture->camera_entity)
9428                         continue;
9429                 d = 0;
9430                 if(!prepared)
9431                 {
9432                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9433                         prepared = true;
9434                         if(rsurface.batchnumvertices == 0)
9435                                 break;
9436                 }
9437                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9438                 {
9439                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9440                         d += fabs(PlaneDiff(vert, &p->plane));
9441                 }
9442                 if (bestd > d || bestplaneindex < 0)
9443                 {
9444                         bestd = d;
9445                         bestplaneindex = planeindex;
9446                 }
9447         }
9448         return bestplaneindex;
9449         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9450         // this situation though, as it might be better to render single larger
9451         // batches with useless stuff (backface culled for example) than to
9452         // render multiple smaller batches
9453 }
9454
9455 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9456 {
9457         int i;
9458         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9459         rsurface.passcolor4f_vertexbuffer = 0;
9460         rsurface.passcolor4f_bufferoffset = 0;
9461         for (i = 0;i < rsurface.batchnumvertices;i++)
9462                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9463 }
9464
9465 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9466 {
9467         int i;
9468         float f;
9469         const float *v;
9470         const float *c;
9471         float *c2;
9472         if (rsurface.passcolor4f)
9473         {
9474                 // generate color arrays
9475                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9476                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9477                 rsurface.passcolor4f_vertexbuffer = 0;
9478                 rsurface.passcolor4f_bufferoffset = 0;
9479                 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)
9480                 {
9481                         f = RSurf_FogVertex(v);
9482                         c2[0] = c[0] * f;
9483                         c2[1] = c[1] * f;
9484                         c2[2] = c[2] * f;
9485                         c2[3] = c[3];
9486                 }
9487         }
9488         else
9489         {
9490                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9491                 rsurface.passcolor4f_vertexbuffer = 0;
9492                 rsurface.passcolor4f_bufferoffset = 0;
9493                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9494                 {
9495                         f = RSurf_FogVertex(v);
9496                         c2[0] = f;
9497                         c2[1] = f;
9498                         c2[2] = f;
9499                         c2[3] = 1;
9500                 }
9501         }
9502 }
9503
9504 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9505 {
9506         int i;
9507         float f;
9508         const float *v;
9509         const float *c;
9510         float *c2;
9511         if (!rsurface.passcolor4f)
9512                 return;
9513         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9514         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9515         rsurface.passcolor4f_vertexbuffer = 0;
9516         rsurface.passcolor4f_bufferoffset = 0;
9517         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)
9518         {
9519                 f = RSurf_FogVertex(v);
9520                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9521                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9522                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9523                 c2[3] = c[3];
9524         }
9525 }
9526
9527 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9528 {
9529         int i;
9530         const float *c;
9531         float *c2;
9532         if (!rsurface.passcolor4f)
9533                 return;
9534         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9535         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9536         rsurface.passcolor4f_vertexbuffer = 0;
9537         rsurface.passcolor4f_bufferoffset = 0;
9538         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9539         {
9540                 c2[0] = c[0] * r;
9541                 c2[1] = c[1] * g;
9542                 c2[2] = c[2] * b;
9543                 c2[3] = c[3] * a;
9544         }
9545 }
9546
9547 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9548 {
9549         int i;
9550         const float *c;
9551         float *c2;
9552         if (!rsurface.passcolor4f)
9553                 return;
9554         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9555         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9556         rsurface.passcolor4f_vertexbuffer = 0;
9557         rsurface.passcolor4f_bufferoffset = 0;
9558         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9559         {
9560                 c2[0] = c[0] + r_refdef.scene.ambient;
9561                 c2[1] = c[1] + r_refdef.scene.ambient;
9562                 c2[2] = c[2] + r_refdef.scene.ambient;
9563                 c2[3] = c[3];
9564         }
9565 }
9566
9567 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9568 {
9569         // TODO: optimize
9570         rsurface.passcolor4f = NULL;
9571         rsurface.passcolor4f_vertexbuffer = 0;
9572         rsurface.passcolor4f_bufferoffset = 0;
9573         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9574         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9575         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9576         GL_Color(r, g, b, a);
9577         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9578         RSurf_DrawBatch();
9579 }
9580
9581 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9582 {
9583         // TODO: optimize applyfog && applycolor case
9584         // just apply fog if necessary, and tint the fog color array if necessary
9585         rsurface.passcolor4f = NULL;
9586         rsurface.passcolor4f_vertexbuffer = 0;
9587         rsurface.passcolor4f_bufferoffset = 0;
9588         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9589         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9590         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9591         GL_Color(r, g, b, a);
9592         RSurf_DrawBatch();
9593 }
9594
9595 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9596 {
9597         // TODO: optimize
9598         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9599         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9600         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9601         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9602         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9603         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9604         GL_Color(r, g, b, a);
9605         RSurf_DrawBatch();
9606 }
9607
9608 static void RSurf_DrawBatch_GL11_ClampColor(void)
9609 {
9610         int i;
9611         const float *c1;
9612         float *c2;
9613         if (!rsurface.passcolor4f)
9614                 return;
9615         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9616         {
9617                 c2[0] = bound(0.0f, c1[0], 1.0f);
9618                 c2[1] = bound(0.0f, c1[1], 1.0f);
9619                 c2[2] = bound(0.0f, c1[2], 1.0f);
9620                 c2[3] = bound(0.0f, c1[3], 1.0f);
9621         }
9622 }
9623
9624 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9625 {
9626         int i;
9627         float f;
9628         const float *v;
9629         const float *n;
9630         float *c;
9631         //vec3_t eyedir;
9632
9633         // fake shading
9634         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9635         rsurface.passcolor4f_vertexbuffer = 0;
9636         rsurface.passcolor4f_bufferoffset = 0;
9637         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)
9638         {
9639                 f = -DotProduct(r_refdef.view.forward, n);
9640                 f = max(0, f);
9641                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9642                 f *= r_refdef.lightmapintensity;
9643                 Vector4Set(c, f, f, f, 1);
9644         }
9645 }
9646
9647 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9648 {
9649         RSurf_DrawBatch_GL11_ApplyFakeLight();
9650         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9651         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9652         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9653         GL_Color(r, g, b, a);
9654         RSurf_DrawBatch();
9655 }
9656
9657 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9658 {
9659         int i;
9660         float f;
9661         float alpha;
9662         const float *v;
9663         const float *n;
9664         float *c;
9665         vec3_t ambientcolor;
9666         vec3_t diffusecolor;
9667         vec3_t lightdir;
9668         // TODO: optimize
9669         // model lighting
9670         VectorCopy(rsurface.modellight_lightdir, lightdir);
9671         f = 0.5f * r_refdef.lightmapintensity;
9672         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9673         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9674         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9675         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9676         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9677         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9678         alpha = *a;
9679         if (VectorLength2(diffusecolor) > 0)
9680         {
9681                 // q3-style directional shading
9682                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9683                 rsurface.passcolor4f_vertexbuffer = 0;
9684                 rsurface.passcolor4f_bufferoffset = 0;
9685                 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)
9686                 {
9687                         if ((f = DotProduct(n, lightdir)) > 0)
9688                                 VectorMA(ambientcolor, f, diffusecolor, c);
9689                         else
9690                                 VectorCopy(ambientcolor, c);
9691                         c[3] = alpha;
9692                 }
9693                 *r = 1;
9694                 *g = 1;
9695                 *b = 1;
9696                 *a = 1;
9697                 *applycolor = false;
9698         }
9699         else
9700         {
9701                 *r = ambientcolor[0];
9702                 *g = ambientcolor[1];
9703                 *b = ambientcolor[2];
9704                 rsurface.passcolor4f = NULL;
9705                 rsurface.passcolor4f_vertexbuffer = 0;
9706                 rsurface.passcolor4f_bufferoffset = 0;
9707         }
9708 }
9709
9710 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9711 {
9712         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9713         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9714         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9715         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9716         GL_Color(r, g, b, a);
9717         RSurf_DrawBatch();
9718 }
9719
9720 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9721 {
9722         int i;
9723         float f;
9724         const float *v;
9725         float *c;
9726
9727         // fake shading
9728         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9729         rsurface.passcolor4f_vertexbuffer = 0;
9730         rsurface.passcolor4f_bufferoffset = 0;
9731
9732         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9733         {
9734                 f = 1 - RSurf_FogVertex(v);
9735                 c[0] = r;
9736                 c[1] = g;
9737                 c[2] = b;
9738                 c[3] = f * a;
9739         }
9740 }
9741
9742 void RSurf_SetupDepthAndCulling(void)
9743 {
9744         // submodels are biased to avoid z-fighting with world surfaces that they
9745         // may be exactly overlapping (avoids z-fighting artifacts on certain
9746         // doors and things in Quake maps)
9747         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9748         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9749         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9750         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9751 }
9752
9753 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9754 {
9755         // transparent sky would be ridiculous
9756         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9757                 return;
9758         R_SetupShader_Generic_NoTexture(false, false);
9759         skyrenderlater = true;
9760         RSurf_SetupDepthAndCulling();
9761         GL_DepthMask(true);
9762         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9763         // skymasking on them, and Quake3 never did sky masking (unlike
9764         // software Quake and software Quake2), so disable the sky masking
9765         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9766         // and skymasking also looks very bad when noclipping outside the
9767         // level, so don't use it then either.
9768         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9769         {
9770                 R_Mesh_ResetTextureState();
9771                 if (skyrendermasked)
9772                 {
9773                         R_SetupShader_DepthOrShadow(false);
9774                         // depth-only (masking)
9775                         GL_ColorMask(0,0,0,0);
9776                         // just to make sure that braindead drivers don't draw
9777                         // anything despite that colormask...
9778                         GL_BlendFunc(GL_ZERO, GL_ONE);
9779                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9780                         if (rsurface.batchvertex3fbuffer)
9781                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9782                         else
9783                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9784                 }
9785                 else
9786                 {
9787                         R_SetupShader_Generic_NoTexture(false, false);
9788                         // fog sky
9789                         GL_BlendFunc(GL_ONE, GL_ZERO);
9790                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9791                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9792                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9793                 }
9794                 RSurf_DrawBatch();
9795                 if (skyrendermasked)
9796                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9797         }
9798         R_Mesh_ResetTextureState();
9799         GL_Color(1, 1, 1, 1);
9800 }
9801
9802 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9803 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9804 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9805 {
9806         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9807                 return;
9808         if (prepass)
9809         {
9810                 // render screenspace normalmap to texture
9811                 GL_DepthMask(true);
9812                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9813                 RSurf_DrawBatch();
9814         }
9815
9816         // bind lightmap texture
9817
9818         // water/refraction/reflection/camera surfaces have to be handled specially
9819         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9820         {
9821                 int start, end, startplaneindex;
9822                 for (start = 0;start < texturenumsurfaces;start = end)
9823                 {
9824                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9825                         if(startplaneindex < 0)
9826                         {
9827                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9828                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9829                                 end = start + 1;
9830                                 continue;
9831                         }
9832                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9833                                 ;
9834                         // now that we have a batch using the same planeindex, render it
9835                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9836                         {
9837                                 // render water or distortion background
9838                                 GL_DepthMask(true);
9839                                 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);
9840                                 RSurf_DrawBatch();
9841                                 // blend surface on top
9842                                 GL_DepthMask(false);
9843                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9844                                 RSurf_DrawBatch();
9845                         }
9846                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9847                         {
9848                                 // render surface with reflection texture as input
9849                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9850                                 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);
9851                                 RSurf_DrawBatch();
9852                         }
9853                 }
9854                 return;
9855         }
9856
9857         // render surface batch normally
9858         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9859         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9860         RSurf_DrawBatch();
9861 }
9862
9863 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9864 {
9865         // OpenGL 1.3 path - anything not completely ancient
9866         qboolean applycolor;
9867         qboolean applyfog;
9868         int layerindex;
9869         const texturelayer_t *layer;
9870         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);
9871         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9872
9873         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9874         {
9875                 vec4_t layercolor;
9876                 int layertexrgbscale;
9877                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9878                 {
9879                         if (layerindex == 0)
9880                                 GL_AlphaTest(true);
9881                         else
9882                         {
9883                                 GL_AlphaTest(false);
9884                                 GL_DepthFunc(GL_EQUAL);
9885                         }
9886                 }
9887                 GL_DepthMask(layer->depthmask && writedepth);
9888                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9889                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9890                 {
9891                         layertexrgbscale = 4;
9892                         VectorScale(layer->color, 0.25f, layercolor);
9893                 }
9894                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9895                 {
9896                         layertexrgbscale = 2;
9897                         VectorScale(layer->color, 0.5f, layercolor);
9898                 }
9899                 else
9900                 {
9901                         layertexrgbscale = 1;
9902                         VectorScale(layer->color, 1.0f, layercolor);
9903                 }
9904                 layercolor[3] = layer->color[3];
9905                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9906                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9907                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9908                 switch (layer->type)
9909                 {
9910                 case TEXTURELAYERTYPE_LITTEXTURE:
9911                         // single-pass lightmapped texture with 2x rgbscale
9912                         R_Mesh_TexBind(0, r_texture_white);
9913                         R_Mesh_TexMatrix(0, NULL);
9914                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9915                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9916                         R_Mesh_TexBind(1, layer->texture);
9917                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9918                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9919                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9920                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9921                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9922                         else if (FAKELIGHT_ENABLED)
9923                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9924                         else if (rsurface.uselightmaptexture)
9925                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9926                         else
9927                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9928                         break;
9929                 case TEXTURELAYERTYPE_TEXTURE:
9930                         // singletexture unlit texture with transparency support
9931                         R_Mesh_TexBind(0, layer->texture);
9932                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9933                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9934                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9935                         R_Mesh_TexBind(1, 0);
9936                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9937                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9938                         break;
9939                 case TEXTURELAYERTYPE_FOG:
9940                         // singletexture fogging
9941                         if (layer->texture)
9942                         {
9943                                 R_Mesh_TexBind(0, layer->texture);
9944                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9945                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9946                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9947                         }
9948                         else
9949                         {
9950                                 R_Mesh_TexBind(0, 0);
9951                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9952                         }
9953                         R_Mesh_TexBind(1, 0);
9954                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9955                         // generate a color array for the fog pass
9956                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9957                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9958                         RSurf_DrawBatch();
9959                         break;
9960                 default:
9961                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9962                 }
9963         }
9964         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9965         {
9966                 GL_DepthFunc(GL_LEQUAL);
9967                 GL_AlphaTest(false);
9968         }
9969 }
9970
9971 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9972 {
9973         // OpenGL 1.1 - crusty old voodoo path
9974         qboolean applyfog;
9975         int layerindex;
9976         const texturelayer_t *layer;
9977         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);
9978         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9979
9980         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9981         {
9982                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9983                 {
9984                         if (layerindex == 0)
9985                                 GL_AlphaTest(true);
9986                         else
9987                         {
9988                                 GL_AlphaTest(false);
9989                                 GL_DepthFunc(GL_EQUAL);
9990                         }
9991                 }
9992                 GL_DepthMask(layer->depthmask && writedepth);
9993                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9994                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9995                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9996                 switch (layer->type)
9997                 {
9998                 case TEXTURELAYERTYPE_LITTEXTURE:
9999                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10000                         {
10001                                 // two-pass lit texture with 2x rgbscale
10002                                 // first the lightmap pass
10003                                 R_Mesh_TexBind(0, r_texture_white);
10004                                 R_Mesh_TexMatrix(0, NULL);
10005                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10006                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10007                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10008                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10009                                 else if (FAKELIGHT_ENABLED)
10010                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10011                                 else if (rsurface.uselightmaptexture)
10012                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10013                                 else
10014                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10015                                 // then apply the texture to it
10016                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10017                                 R_Mesh_TexBind(0, layer->texture);
10018                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10019                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10020                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10021                                 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);
10022                         }
10023                         else
10024                         {
10025                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10026                                 R_Mesh_TexBind(0, layer->texture);
10027                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10028                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10029                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10030                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10031                                         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);
10032                                 else
10033                                         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);
10034                         }
10035                         break;
10036                 case TEXTURELAYERTYPE_TEXTURE:
10037                         // singletexture unlit texture with transparency support
10038                         R_Mesh_TexBind(0, layer->texture);
10039                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10040                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10041                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10042                         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);
10043                         break;
10044                 case TEXTURELAYERTYPE_FOG:
10045                         // singletexture fogging
10046                         if (layer->texture)
10047                         {
10048                                 R_Mesh_TexBind(0, layer->texture);
10049                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10050                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10051                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10052                         }
10053                         else
10054                         {
10055                                 R_Mesh_TexBind(0, 0);
10056                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10057                         }
10058                         // generate a color array for the fog pass
10059                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10060                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10061                         RSurf_DrawBatch();
10062                         break;
10063                 default:
10064                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10065                 }
10066         }
10067         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10068         {
10069                 GL_DepthFunc(GL_LEQUAL);
10070                 GL_AlphaTest(false);
10071         }
10072 }
10073
10074 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10075 {
10076         int vi;
10077         int j;
10078         r_vertexgeneric_t *batchvertex;
10079         float c[4];
10080
10081 //      R_Mesh_ResetTextureState();
10082         R_SetupShader_Generic_NoTexture(false, false);
10083
10084         if(rsurface.texture && rsurface.texture->currentskinframe)
10085         {
10086                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10087                 c[3] *= rsurface.texture->currentalpha;
10088         }
10089         else
10090         {
10091                 c[0] = 1;
10092                 c[1] = 0;
10093                 c[2] = 1;
10094                 c[3] = 1;
10095         }
10096
10097         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10098         {
10099                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10100                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10101                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10102         }
10103
10104         // brighten it up (as texture value 127 means "unlit")
10105         c[0] *= 2 * r_refdef.view.colorscale;
10106         c[1] *= 2 * r_refdef.view.colorscale;
10107         c[2] *= 2 * r_refdef.view.colorscale;
10108
10109         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10110                 c[3] *= r_wateralpha.value;
10111
10112         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10113         {
10114                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10115                 GL_DepthMask(false);
10116         }
10117         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10118         {
10119                 GL_BlendFunc(GL_ONE, GL_ONE);
10120                 GL_DepthMask(false);
10121         }
10122         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10123         {
10124                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10125                 GL_DepthMask(false);
10126         }
10127         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10128         {
10129                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10130                 GL_DepthMask(false);
10131         }
10132         else
10133         {
10134                 GL_BlendFunc(GL_ONE, GL_ZERO);
10135                 GL_DepthMask(writedepth);
10136         }
10137
10138         if (r_showsurfaces.integer == 3)
10139         {
10140                 rsurface.passcolor4f = NULL;
10141
10142                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10143                 {
10144                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10145
10146                         rsurface.passcolor4f = NULL;
10147                         rsurface.passcolor4f_vertexbuffer = 0;
10148                         rsurface.passcolor4f_bufferoffset = 0;
10149                 }
10150                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10151                 {
10152                         qboolean applycolor = true;
10153                         float one = 1.0;
10154
10155                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10156
10157                         r_refdef.lightmapintensity = 1;
10158                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10159                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10160                 }
10161                 else if (FAKELIGHT_ENABLED)
10162                 {
10163                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10164
10165                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10166                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10167                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10168                 }
10169                 else
10170                 {
10171                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10172
10173                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10174                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10175                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10176                 }
10177
10178                 if(!rsurface.passcolor4f)
10179                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10180
10181                 RSurf_DrawBatch_GL11_ApplyAmbient();
10182                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10183                 if(r_refdef.fogenabled)
10184                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10185                 RSurf_DrawBatch_GL11_ClampColor();
10186
10187                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10188                 R_SetupShader_Generic_NoTexture(false, false);
10189                 RSurf_DrawBatch();
10190         }
10191         else if (!r_refdef.view.showdebug)
10192         {
10193                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10194                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10195                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10196                 {
10197                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10198                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10199                 }
10200                 R_Mesh_PrepareVertices_Generic_Unlock();
10201                 RSurf_DrawBatch();
10202         }
10203         else if (r_showsurfaces.integer == 4)
10204         {
10205                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10206                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10207                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10208                 {
10209                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10210                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10211                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10212                 }
10213                 R_Mesh_PrepareVertices_Generic_Unlock();
10214                 RSurf_DrawBatch();
10215         }
10216         else if (r_showsurfaces.integer == 2)
10217         {
10218                 const int *e;
10219                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10220                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10221                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10222                 {
10223                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10224                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10225                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10226                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10227                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10228                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10229                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10230                 }
10231                 R_Mesh_PrepareVertices_Generic_Unlock();
10232                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10233         }
10234         else
10235         {
10236                 int texturesurfaceindex;
10237                 int k;
10238                 const msurface_t *surface;
10239                 float surfacecolor4f[4];
10240                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10241                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10242                 vi = 0;
10243                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10244                 {
10245                         surface = texturesurfacelist[texturesurfaceindex];
10246                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10247                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10248                         for (j = 0;j < surface->num_vertices;j++)
10249                         {
10250                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10251                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10252                                 vi++;
10253                         }
10254                 }
10255                 R_Mesh_PrepareVertices_Generic_Unlock();
10256                 RSurf_DrawBatch();
10257         }
10258 }
10259
10260 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10261 {
10262         CHECKGLERROR
10263         RSurf_SetupDepthAndCulling();
10264         if (r_showsurfaces.integer)
10265         {
10266                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10267                 return;
10268         }
10269         switch (vid.renderpath)
10270         {
10271         case RENDERPATH_GL20:
10272         case RENDERPATH_D3D9:
10273         case RENDERPATH_D3D10:
10274         case RENDERPATH_D3D11:
10275         case RENDERPATH_SOFT:
10276         case RENDERPATH_GLES2:
10277                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10278                 break;
10279         case RENDERPATH_GL13:
10280         case RENDERPATH_GLES1:
10281                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10282                 break;
10283         case RENDERPATH_GL11:
10284                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10285                 break;
10286         }
10287         CHECKGLERROR
10288 }
10289
10290 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10291 {
10292         CHECKGLERROR
10293         RSurf_SetupDepthAndCulling();
10294         if (r_showsurfaces.integer)
10295         {
10296                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10297                 return;
10298         }
10299         switch (vid.renderpath)
10300         {
10301         case RENDERPATH_GL20:
10302         case RENDERPATH_D3D9:
10303         case RENDERPATH_D3D10:
10304         case RENDERPATH_D3D11:
10305         case RENDERPATH_SOFT:
10306         case RENDERPATH_GLES2:
10307                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10308                 break;
10309         case RENDERPATH_GL13:
10310         case RENDERPATH_GLES1:
10311                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10312                 break;
10313         case RENDERPATH_GL11:
10314                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10315                 break;
10316         }
10317         CHECKGLERROR
10318 }
10319
10320 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10321 {
10322         int i, j;
10323         int texturenumsurfaces, endsurface;
10324         texture_t *texture;
10325         const msurface_t *surface;
10326         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10327
10328         // if the model is static it doesn't matter what value we give for
10329         // wantnormals and wanttangents, so this logic uses only rules applicable
10330         // to a model, knowing that they are meaningless otherwise
10331         if (ent == r_refdef.scene.worldentity)
10332                 RSurf_ActiveWorldEntity();
10333         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10334                 RSurf_ActiveModelEntity(ent, false, false, false);
10335         else
10336         {
10337                 switch (vid.renderpath)
10338                 {
10339                 case RENDERPATH_GL20:
10340                 case RENDERPATH_D3D9:
10341                 case RENDERPATH_D3D10:
10342                 case RENDERPATH_D3D11:
10343                 case RENDERPATH_SOFT:
10344                 case RENDERPATH_GLES2:
10345                         RSurf_ActiveModelEntity(ent, true, true, false);
10346                         break;
10347                 case RENDERPATH_GL11:
10348                 case RENDERPATH_GL13:
10349                 case RENDERPATH_GLES1:
10350                         RSurf_ActiveModelEntity(ent, true, false, false);
10351                         break;
10352                 }
10353         }
10354
10355         if (r_transparentdepthmasking.integer)
10356         {
10357                 qboolean setup = false;
10358                 for (i = 0;i < numsurfaces;i = j)
10359                 {
10360                         j = i + 1;
10361                         surface = rsurface.modelsurfaces + surfacelist[i];
10362                         texture = surface->texture;
10363                         rsurface.texture = R_GetCurrentTexture(texture);
10364                         rsurface.lightmaptexture = NULL;
10365                         rsurface.deluxemaptexture = NULL;
10366                         rsurface.uselightmaptexture = false;
10367                         // scan ahead until we find a different texture
10368                         endsurface = min(i + 1024, numsurfaces);
10369                         texturenumsurfaces = 0;
10370                         texturesurfacelist[texturenumsurfaces++] = surface;
10371                         for (;j < endsurface;j++)
10372                         {
10373                                 surface = rsurface.modelsurfaces + surfacelist[j];
10374                                 if (texture != surface->texture)
10375                                         break;
10376                                 texturesurfacelist[texturenumsurfaces++] = surface;
10377                         }
10378                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10379                                 continue;
10380                         // render the range of surfaces as depth
10381                         if (!setup)
10382                         {
10383                                 setup = true;
10384                                 GL_ColorMask(0,0,0,0);
10385                                 GL_Color(1,1,1,1);
10386                                 GL_DepthTest(true);
10387                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10388                                 GL_DepthMask(true);
10389 //                              R_Mesh_ResetTextureState();
10390                                 R_SetupShader_DepthOrShadow(false);
10391                         }
10392                         RSurf_SetupDepthAndCulling();
10393                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10394                         if (rsurface.batchvertex3fbuffer)
10395                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10396                         else
10397                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10398                         RSurf_DrawBatch();
10399                 }
10400                 if (setup)
10401                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10402         }
10403
10404         for (i = 0;i < numsurfaces;i = j)
10405         {
10406                 j = i + 1;
10407                 surface = rsurface.modelsurfaces + surfacelist[i];
10408                 texture = surface->texture;
10409                 rsurface.texture = R_GetCurrentTexture(texture);
10410                 // scan ahead until we find a different texture
10411                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10412                 texturenumsurfaces = 0;
10413                 texturesurfacelist[texturenumsurfaces++] = surface;
10414                 if(FAKELIGHT_ENABLED)
10415                 {
10416                         rsurface.lightmaptexture = NULL;
10417                         rsurface.deluxemaptexture = NULL;
10418                         rsurface.uselightmaptexture = false;
10419                         for (;j < endsurface;j++)
10420                         {
10421                                 surface = rsurface.modelsurfaces + surfacelist[j];
10422                                 if (texture != surface->texture)
10423                                         break;
10424                                 texturesurfacelist[texturenumsurfaces++] = surface;
10425                         }
10426                 }
10427                 else
10428                 {
10429                         rsurface.lightmaptexture = surface->lightmaptexture;
10430                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10431                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10432                         for (;j < endsurface;j++)
10433                         {
10434                                 surface = rsurface.modelsurfaces + surfacelist[j];
10435                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10436                                         break;
10437                                 texturesurfacelist[texturenumsurfaces++] = surface;
10438                         }
10439                 }
10440                 // render the range of surfaces
10441                 if (ent == r_refdef.scene.worldentity)
10442                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10443                 else
10444                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10445         }
10446         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10447 }
10448
10449 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10450 {
10451         // transparent surfaces get pushed off into the transparent queue
10452         int surfacelistindex;
10453         const msurface_t *surface;
10454         vec3_t tempcenter, center;
10455         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10456         {
10457                 surface = texturesurfacelist[surfacelistindex];
10458                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10459                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10460                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10461                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10462                 if (queueentity->transparent_offset) // transparent offset
10463                 {
10464                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10465                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10466                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10467                 }
10468                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10469         }
10470 }
10471
10472 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10473 {
10474         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10475                 return;
10476         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10477                 return;
10478         RSurf_SetupDepthAndCulling();
10479         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10480         if (rsurface.batchvertex3fbuffer)
10481                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10482         else
10483                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10484         RSurf_DrawBatch();
10485 }
10486
10487 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10488 {
10489         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10490         CHECKGLERROR
10491         if (depthonly)
10492                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10493         else if (prepass)
10494         {
10495                 if (!rsurface.texture->currentnumlayers)
10496                         return;
10497                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10498                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10499                 else
10500                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10501         }
10502         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10503                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10504         else if (!rsurface.texture->currentnumlayers)
10505                 return;
10506         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10507         {
10508                 // in the deferred case, transparent surfaces were queued during prepass
10509                 if (!r_shadow_usingdeferredprepass)
10510                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10511         }
10512         else
10513         {
10514                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10515                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10516         }
10517         CHECKGLERROR
10518 }
10519
10520 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10521 {
10522         int i, j;
10523         texture_t *texture;
10524         R_FrameData_SetMark();
10525         // break the surface list down into batches by texture and use of lightmapping
10526         for (i = 0;i < numsurfaces;i = j)
10527         {
10528                 j = i + 1;
10529                 // texture is the base texture pointer, rsurface.texture is the
10530                 // current frame/skin the texture is directing us to use (for example
10531                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10532                 // use skin 1 instead)
10533                 texture = surfacelist[i]->texture;
10534                 rsurface.texture = R_GetCurrentTexture(texture);
10535                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10536                 {
10537                         // if this texture is not the kind we want, skip ahead to the next one
10538                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10539                                 ;
10540                         continue;
10541                 }
10542                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10543                 {
10544                         rsurface.lightmaptexture = NULL;
10545                         rsurface.deluxemaptexture = NULL;
10546                         rsurface.uselightmaptexture = false;
10547                         // simply scan ahead until we find a different texture or lightmap state
10548                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10549                                 ;
10550                 }
10551                 else
10552                 {
10553                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10554                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10555                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10556                         // simply scan ahead until we find a different texture or lightmap state
10557                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10558                                 ;
10559                 }
10560                 // render the range of surfaces
10561                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10562         }
10563         R_FrameData_ReturnToMark();
10564 }
10565
10566 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10567 {
10568         CHECKGLERROR
10569         if (depthonly)
10570                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10571         else if (prepass)
10572         {
10573                 if (!rsurface.texture->currentnumlayers)
10574                         return;
10575                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10576                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10577                 else
10578                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10579         }
10580         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10581                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10582         else if (!rsurface.texture->currentnumlayers)
10583                 return;
10584         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10585         {
10586                 // in the deferred case, transparent surfaces were queued during prepass
10587                 if (!r_shadow_usingdeferredprepass)
10588                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10589         }
10590         else
10591         {
10592                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10593                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10594         }
10595         CHECKGLERROR
10596 }
10597
10598 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10599 {
10600         int i, j;
10601         texture_t *texture;
10602         R_FrameData_SetMark();
10603         // break the surface list down into batches by texture and use of lightmapping
10604         for (i = 0;i < numsurfaces;i = j)
10605         {
10606                 j = i + 1;
10607                 // texture is the base texture pointer, rsurface.texture is the
10608                 // current frame/skin the texture is directing us to use (for example
10609                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10610                 // use skin 1 instead)
10611                 texture = surfacelist[i]->texture;
10612                 rsurface.texture = R_GetCurrentTexture(texture);
10613                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10614                 {
10615                         // if this texture is not the kind we want, skip ahead to the next one
10616                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10617                                 ;
10618                         continue;
10619                 }
10620                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10621                 {
10622                         rsurface.lightmaptexture = NULL;
10623                         rsurface.deluxemaptexture = NULL;
10624                         rsurface.uselightmaptexture = false;
10625                         // simply scan ahead until we find a different texture or lightmap state
10626                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10627                                 ;
10628                 }
10629                 else
10630                 {
10631                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10632                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10633                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10634                         // simply scan ahead until we find a different texture or lightmap state
10635                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10636                                 ;
10637                 }
10638                 // render the range of surfaces
10639                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10640         }
10641         R_FrameData_ReturnToMark();
10642 }
10643
10644 float locboxvertex3f[6*4*3] =
10645 {
10646         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10647         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10648         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10649         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10650         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10651         1,0,0, 0,0,0, 0,1,0, 1,1,0
10652 };
10653
10654 unsigned short locboxelements[6*2*3] =
10655 {
10656          0, 1, 2, 0, 2, 3,
10657          4, 5, 6, 4, 6, 7,
10658          8, 9,10, 8,10,11,
10659         12,13,14, 12,14,15,
10660         16,17,18, 16,18,19,
10661         20,21,22, 20,22,23
10662 };
10663
10664 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10665 {
10666         int i, j;
10667         cl_locnode_t *loc = (cl_locnode_t *)ent;
10668         vec3_t mins, size;
10669         float vertex3f[6*4*3];
10670         CHECKGLERROR
10671         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10672         GL_DepthMask(false);
10673         GL_DepthRange(0, 1);
10674         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10675         GL_DepthTest(true);
10676         GL_CullFace(GL_NONE);
10677         R_EntityMatrix(&identitymatrix);
10678
10679 //      R_Mesh_ResetTextureState();
10680
10681         i = surfacelist[0];
10682         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10683                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10684                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10685                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10686
10687         if (VectorCompare(loc->mins, loc->maxs))
10688         {
10689                 VectorSet(size, 2, 2, 2);
10690                 VectorMA(loc->mins, -0.5f, size, mins);
10691         }
10692         else
10693         {
10694                 VectorCopy(loc->mins, mins);
10695                 VectorSubtract(loc->maxs, loc->mins, size);
10696         }
10697
10698         for (i = 0;i < 6*4*3;)
10699                 for (j = 0;j < 3;j++, i++)
10700                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10701
10702         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10703         R_SetupShader_Generic_NoTexture(false, false);
10704         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10705 }
10706
10707 void R_DrawLocs(void)
10708 {
10709         int index;
10710         cl_locnode_t *loc, *nearestloc;
10711         vec3_t center;
10712         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10713         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10714         {
10715                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10716                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10717         }
10718 }
10719
10720 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10721 {
10722         if (decalsystem->decals)
10723                 Mem_Free(decalsystem->decals);
10724         memset(decalsystem, 0, sizeof(*decalsystem));
10725 }
10726
10727 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)
10728 {
10729         tridecal_t *decal;
10730         tridecal_t *decals;
10731         int i;
10732
10733         // expand or initialize the system
10734         if (decalsystem->maxdecals <= decalsystem->numdecals)
10735         {
10736                 decalsystem_t old = *decalsystem;
10737                 qboolean useshortelements;
10738                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10739                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10740                 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)));
10741                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10742                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10743                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10744                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10745                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10746                 if (decalsystem->numdecals)
10747                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10748                 if (old.decals)
10749                         Mem_Free(old.decals);
10750                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10751                         decalsystem->element3i[i] = i;
10752                 if (useshortelements)
10753                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10754                                 decalsystem->element3s[i] = i;
10755         }
10756
10757         // grab a decal and search for another free slot for the next one
10758         decals = decalsystem->decals;
10759         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10760         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10761                 ;
10762         decalsystem->freedecal = i;
10763         if (decalsystem->numdecals <= i)
10764                 decalsystem->numdecals = i + 1;
10765
10766         // initialize the decal
10767         decal->lived = 0;
10768         decal->triangleindex = triangleindex;
10769         decal->surfaceindex = surfaceindex;
10770         decal->decalsequence = decalsequence;
10771         decal->color4f[0][0] = c0[0];
10772         decal->color4f[0][1] = c0[1];
10773         decal->color4f[0][2] = c0[2];
10774         decal->color4f[0][3] = 1;
10775         decal->color4f[1][0] = c1[0];
10776         decal->color4f[1][1] = c1[1];
10777         decal->color4f[1][2] = c1[2];
10778         decal->color4f[1][3] = 1;
10779         decal->color4f[2][0] = c2[0];
10780         decal->color4f[2][1] = c2[1];
10781         decal->color4f[2][2] = c2[2];
10782         decal->color4f[2][3] = 1;
10783         decal->vertex3f[0][0] = v0[0];
10784         decal->vertex3f[0][1] = v0[1];
10785         decal->vertex3f[0][2] = v0[2];
10786         decal->vertex3f[1][0] = v1[0];
10787         decal->vertex3f[1][1] = v1[1];
10788         decal->vertex3f[1][2] = v1[2];
10789         decal->vertex3f[2][0] = v2[0];
10790         decal->vertex3f[2][1] = v2[1];
10791         decal->vertex3f[2][2] = v2[2];
10792         decal->texcoord2f[0][0] = t0[0];
10793         decal->texcoord2f[0][1] = t0[1];
10794         decal->texcoord2f[1][0] = t1[0];
10795         decal->texcoord2f[1][1] = t1[1];
10796         decal->texcoord2f[2][0] = t2[0];
10797         decal->texcoord2f[2][1] = t2[1];
10798         TriangleNormal(v0, v1, v2, decal->plane);
10799         VectorNormalize(decal->plane);
10800         decal->plane[3] = DotProduct(v0, decal->plane);
10801 }
10802
10803 extern cvar_t cl_decals_bias;
10804 extern cvar_t cl_decals_models;
10805 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10806 // baseparms, parms, temps
10807 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)
10808 {
10809         int cornerindex;
10810         int index;
10811         float v[9][3];
10812         const float *vertex3f;
10813         const float *normal3f;
10814         int numpoints;
10815         float points[2][9][3];
10816         float temp[3];
10817         float tc[9][2];
10818         float f;
10819         float c[9][4];
10820         const int *e;
10821
10822         e = rsurface.modelelement3i + 3*triangleindex;
10823
10824         vertex3f = rsurface.modelvertex3f;
10825         normal3f = rsurface.modelnormal3f;
10826
10827         if (normal3f)
10828         {
10829                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10830                 {
10831                         index = 3*e[cornerindex];
10832                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10833                 }
10834         }
10835         else
10836         {
10837                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10838                 {
10839                         index = 3*e[cornerindex];
10840                         VectorCopy(vertex3f + index, v[cornerindex]);
10841                 }
10842         }
10843
10844         // cull backfaces
10845         //TriangleNormal(v[0], v[1], v[2], normal);
10846         //if (DotProduct(normal, localnormal) < 0.0f)
10847         //      continue;
10848         // clip by each of the box planes formed from the projection matrix
10849         // if anything survives, we emit the decal
10850         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]);
10851         if (numpoints < 3)
10852                 return;
10853         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]);
10854         if (numpoints < 3)
10855                 return;
10856         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]);
10857         if (numpoints < 3)
10858                 return;
10859         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]);
10860         if (numpoints < 3)
10861                 return;
10862         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]);
10863         if (numpoints < 3)
10864                 return;
10865         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]);
10866         if (numpoints < 3)
10867                 return;
10868         // some part of the triangle survived, so we have to accept it...
10869         if (dynamic)
10870         {
10871                 // dynamic always uses the original triangle
10872                 numpoints = 3;
10873                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10874                 {
10875                         index = 3*e[cornerindex];
10876                         VectorCopy(vertex3f + index, v[cornerindex]);
10877                 }
10878         }
10879         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10880         {
10881                 // convert vertex positions to texcoords
10882                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10883                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10884                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10885                 // calculate distance fade from the projection origin
10886                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10887                 f = bound(0.0f, f, 1.0f);
10888                 c[cornerindex][0] = r * f;
10889                 c[cornerindex][1] = g * f;
10890                 c[cornerindex][2] = b * f;
10891                 c[cornerindex][3] = 1.0f;
10892                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10893         }
10894         if (dynamic)
10895                 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);
10896         else
10897                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10898                         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);
10899 }
10900 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)
10901 {
10902         matrix4x4_t projection;
10903         decalsystem_t *decalsystem;
10904         qboolean dynamic;
10905         dp_model_t *model;
10906         const msurface_t *surface;
10907         const msurface_t *surfaces;
10908         const int *surfacelist;
10909         const texture_t *texture;
10910         int numtriangles;
10911         int numsurfacelist;
10912         int surfacelistindex;
10913         int surfaceindex;
10914         int triangleindex;
10915         float localorigin[3];
10916         float localnormal[3];
10917         float localmins[3];
10918         float localmaxs[3];
10919         float localsize;
10920         //float normal[3];
10921         float planes[6][4];
10922         float angles[3];
10923         bih_t *bih;
10924         int bih_triangles_count;
10925         int bih_triangles[256];
10926         int bih_surfaces[256];
10927
10928         decalsystem = &ent->decalsystem;
10929         model = ent->model;
10930         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10931         {
10932                 R_DecalSystem_Reset(&ent->decalsystem);
10933                 return;
10934         }
10935
10936         if (!model->brush.data_leafs && !cl_decals_models.integer)
10937         {
10938                 if (decalsystem->model)
10939                         R_DecalSystem_Reset(decalsystem);
10940                 return;
10941         }
10942
10943         if (decalsystem->model != model)
10944                 R_DecalSystem_Reset(decalsystem);
10945         decalsystem->model = model;
10946
10947         RSurf_ActiveModelEntity(ent, true, false, false);
10948
10949         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10950         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10951         VectorNormalize(localnormal);
10952         localsize = worldsize*rsurface.inversematrixscale;
10953         localmins[0] = localorigin[0] - localsize;
10954         localmins[1] = localorigin[1] - localsize;
10955         localmins[2] = localorigin[2] - localsize;
10956         localmaxs[0] = localorigin[0] + localsize;
10957         localmaxs[1] = localorigin[1] + localsize;
10958         localmaxs[2] = localorigin[2] + localsize;
10959
10960         //VectorCopy(localnormal, planes[4]);
10961         //VectorVectors(planes[4], planes[2], planes[0]);
10962         AnglesFromVectors(angles, localnormal, NULL, false);
10963         AngleVectors(angles, planes[0], planes[2], planes[4]);
10964         VectorNegate(planes[0], planes[1]);
10965         VectorNegate(planes[2], planes[3]);
10966         VectorNegate(planes[4], planes[5]);
10967         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10968         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10969         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10970         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10971         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10972         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10973
10974 #if 1
10975 // works
10976 {
10977         matrix4x4_t forwardprojection;
10978         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10979         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10980 }
10981 #else
10982 // broken
10983 {
10984         float projectionvector[4][3];
10985         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10986         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10987         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10988         projectionvector[0][0] = planes[0][0] * ilocalsize;
10989         projectionvector[0][1] = planes[1][0] * ilocalsize;
10990         projectionvector[0][2] = planes[2][0] * ilocalsize;
10991         projectionvector[1][0] = planes[0][1] * ilocalsize;
10992         projectionvector[1][1] = planes[1][1] * ilocalsize;
10993         projectionvector[1][2] = planes[2][1] * ilocalsize;
10994         projectionvector[2][0] = planes[0][2] * ilocalsize;
10995         projectionvector[2][1] = planes[1][2] * ilocalsize;
10996         projectionvector[2][2] = planes[2][2] * ilocalsize;
10997         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10998         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10999         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11000         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11001 }
11002 #endif
11003
11004         dynamic = model->surfmesh.isanimated;
11005         numsurfacelist = model->nummodelsurfaces;
11006         surfacelist = model->sortedmodelsurfaces;
11007         surfaces = model->data_surfaces;
11008
11009         bih = NULL;
11010         bih_triangles_count = -1;
11011         if(!dynamic)
11012         {
11013                 if(model->render_bih.numleafs)
11014                         bih = &model->render_bih;
11015                 else if(model->collision_bih.numleafs)
11016                         bih = &model->collision_bih;
11017         }
11018         if(bih)
11019                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11020         if(bih_triangles_count == 0)
11021                 return;
11022         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11023                 return;
11024         if(bih_triangles_count > 0)
11025         {
11026                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11027                 {
11028                         surfaceindex = bih_surfaces[triangleindex];
11029                         surface = surfaces + surfaceindex;
11030                         texture = surface->texture;
11031                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11032                                 continue;
11033                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11034                                 continue;
11035                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11036                 }
11037         }
11038         else
11039         {
11040                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11041                 {
11042                         surfaceindex = surfacelist[surfacelistindex];
11043                         surface = surfaces + surfaceindex;
11044                         // check cull box first because it rejects more than any other check
11045                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11046                                 continue;
11047                         // skip transparent surfaces
11048                         texture = surface->texture;
11049                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11050                                 continue;
11051                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11052                                 continue;
11053                         numtriangles = surface->num_triangles;
11054                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11055                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11056                 }
11057         }
11058 }
11059
11060 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11061 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)
11062 {
11063         int renderentityindex;
11064         float worldmins[3];
11065         float worldmaxs[3];
11066         entity_render_t *ent;
11067
11068         if (!cl_decals_newsystem.integer)
11069                 return;
11070
11071         worldmins[0] = worldorigin[0] - worldsize;
11072         worldmins[1] = worldorigin[1] - worldsize;
11073         worldmins[2] = worldorigin[2] - worldsize;
11074         worldmaxs[0] = worldorigin[0] + worldsize;
11075         worldmaxs[1] = worldorigin[1] + worldsize;
11076         worldmaxs[2] = worldorigin[2] + worldsize;
11077
11078         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11079
11080         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11081         {
11082                 ent = r_refdef.scene.entities[renderentityindex];
11083                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11084                         continue;
11085
11086                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11087         }
11088 }
11089
11090 typedef struct r_decalsystem_splatqueue_s
11091 {
11092         vec3_t worldorigin;
11093         vec3_t worldnormal;
11094         float color[4];
11095         float tcrange[4];
11096         float worldsize;
11097         int decalsequence;
11098 }
11099 r_decalsystem_splatqueue_t;
11100
11101 int r_decalsystem_numqueued = 0;
11102 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11103
11104 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)
11105 {
11106         r_decalsystem_splatqueue_t *queue;
11107
11108         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11109                 return;
11110
11111         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11112         VectorCopy(worldorigin, queue->worldorigin);
11113         VectorCopy(worldnormal, queue->worldnormal);
11114         Vector4Set(queue->color, r, g, b, a);
11115         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11116         queue->worldsize = worldsize;
11117         queue->decalsequence = cl.decalsequence++;
11118 }
11119
11120 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11121 {
11122         int i;
11123         r_decalsystem_splatqueue_t *queue;
11124
11125         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11126                 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);
11127         r_decalsystem_numqueued = 0;
11128 }
11129
11130 extern cvar_t cl_decals_max;
11131 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11132 {
11133         int i;
11134         decalsystem_t *decalsystem = &ent->decalsystem;
11135         int numdecals;
11136         int killsequence;
11137         tridecal_t *decal;
11138         float frametime;
11139         float lifetime;
11140
11141         if (!decalsystem->numdecals)
11142                 return;
11143
11144         if (r_showsurfaces.integer)
11145                 return;
11146
11147         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11148         {
11149                 R_DecalSystem_Reset(decalsystem);
11150                 return;
11151         }
11152
11153         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11154         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11155
11156         if (decalsystem->lastupdatetime)
11157                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11158         else
11159                 frametime = 0;
11160         decalsystem->lastupdatetime = r_refdef.scene.time;
11161         decal = decalsystem->decals;
11162         numdecals = decalsystem->numdecals;
11163
11164         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11165         {
11166                 if (decal->color4f[0][3])
11167                 {
11168                         decal->lived += frametime;
11169                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11170                         {
11171                                 memset(decal, 0, sizeof(*decal));
11172                                 if (decalsystem->freedecal > i)
11173                                         decalsystem->freedecal = i;
11174                         }
11175                 }
11176         }
11177         decal = decalsystem->decals;
11178         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11179                 numdecals--;
11180
11181         // collapse the array by shuffling the tail decals into the gaps
11182         for (;;)
11183         {
11184                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11185                         decalsystem->freedecal++;
11186                 if (decalsystem->freedecal == numdecals)
11187                         break;
11188                 decal[decalsystem->freedecal] = decal[--numdecals];
11189         }
11190
11191         decalsystem->numdecals = numdecals;
11192
11193         if (numdecals <= 0)
11194         {
11195                 // if there are no decals left, reset decalsystem
11196                 R_DecalSystem_Reset(decalsystem);
11197         }
11198 }
11199
11200 extern skinframe_t *decalskinframe;
11201 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11202 {
11203         int i;
11204         decalsystem_t *decalsystem = &ent->decalsystem;
11205         int numdecals;
11206         tridecal_t *decal;
11207         float faderate;
11208         float alpha;
11209         float *v3f;
11210         float *c4f;
11211         float *t2f;
11212         const int *e;
11213         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11214         int numtris = 0;
11215
11216         numdecals = decalsystem->numdecals;
11217         if (!numdecals)
11218                 return;
11219
11220         if (r_showsurfaces.integer)
11221                 return;
11222
11223         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11224         {
11225                 R_DecalSystem_Reset(decalsystem);
11226                 return;
11227         }
11228
11229         // if the model is static it doesn't matter what value we give for
11230         // wantnormals and wanttangents, so this logic uses only rules applicable
11231         // to a model, knowing that they are meaningless otherwise
11232         if (ent == r_refdef.scene.worldentity)
11233                 RSurf_ActiveWorldEntity();
11234         else
11235                 RSurf_ActiveModelEntity(ent, false, false, false);
11236
11237         decalsystem->lastupdatetime = r_refdef.scene.time;
11238         decal = decalsystem->decals;
11239
11240         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11241
11242         // update vertex positions for animated models
11243         v3f = decalsystem->vertex3f;
11244         c4f = decalsystem->color4f;
11245         t2f = decalsystem->texcoord2f;
11246         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11247         {
11248                 if (!decal->color4f[0][3])
11249                         continue;
11250
11251                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11252                         continue;
11253
11254                 // skip backfaces
11255                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11256                         continue;
11257
11258                 // update color values for fading decals
11259                 if (decal->lived >= cl_decals_time.value)
11260                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11261                 else
11262                         alpha = 1.0f;
11263
11264                 c4f[ 0] = decal->color4f[0][0] * alpha;
11265                 c4f[ 1] = decal->color4f[0][1] * alpha;
11266                 c4f[ 2] = decal->color4f[0][2] * alpha;
11267                 c4f[ 3] = 1;
11268                 c4f[ 4] = decal->color4f[1][0] * alpha;
11269                 c4f[ 5] = decal->color4f[1][1] * alpha;
11270                 c4f[ 6] = decal->color4f[1][2] * alpha;
11271                 c4f[ 7] = 1;
11272                 c4f[ 8] = decal->color4f[2][0] * alpha;
11273                 c4f[ 9] = decal->color4f[2][1] * alpha;
11274                 c4f[10] = decal->color4f[2][2] * alpha;
11275                 c4f[11] = 1;
11276
11277                 t2f[0] = decal->texcoord2f[0][0];
11278                 t2f[1] = decal->texcoord2f[0][1];
11279                 t2f[2] = decal->texcoord2f[1][0];
11280                 t2f[3] = decal->texcoord2f[1][1];
11281                 t2f[4] = decal->texcoord2f[2][0];
11282                 t2f[5] = decal->texcoord2f[2][1];
11283
11284                 // update vertex positions for animated models
11285                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11286                 {
11287                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11288                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11289                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11290                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11291                 }
11292                 else
11293                 {
11294                         VectorCopy(decal->vertex3f[0], v3f);
11295                         VectorCopy(decal->vertex3f[1], v3f + 3);
11296                         VectorCopy(decal->vertex3f[2], v3f + 6);
11297                 }
11298
11299                 if (r_refdef.fogenabled)
11300                 {
11301                         alpha = RSurf_FogVertex(v3f);
11302                         VectorScale(c4f, alpha, c4f);
11303                         alpha = RSurf_FogVertex(v3f + 3);
11304                         VectorScale(c4f + 4, alpha, c4f + 4);
11305                         alpha = RSurf_FogVertex(v3f + 6);
11306                         VectorScale(c4f + 8, alpha, c4f + 8);
11307                 }
11308
11309                 v3f += 9;
11310                 c4f += 12;
11311                 t2f += 6;
11312                 numtris++;
11313         }
11314
11315         if (numtris > 0)
11316         {
11317                 r_refdef.stats.drawndecals += numtris;
11318
11319                 // now render the decals all at once
11320                 // (this assumes they all use one particle font texture!)
11321                 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);
11322 //              R_Mesh_ResetTextureState();
11323                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11324                 GL_DepthMask(false);
11325                 GL_DepthRange(0, 1);
11326                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11327                 GL_DepthTest(true);
11328                 GL_CullFace(GL_NONE);
11329                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11330                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11331                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11332         }
11333 }
11334
11335 static void R_DrawModelDecals(void)
11336 {
11337         int i, numdecals;
11338
11339         // fade faster when there are too many decals
11340         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11341         for (i = 0;i < r_refdef.scene.numentities;i++)
11342                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11343
11344         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11345         for (i = 0;i < r_refdef.scene.numentities;i++)
11346                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11347                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11348
11349         R_DecalSystem_ApplySplatEntitiesQueue();
11350
11351         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11352         for (i = 0;i < r_refdef.scene.numentities;i++)
11353                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11354
11355         r_refdef.stats.totaldecals += numdecals;
11356
11357         if (r_showsurfaces.integer)
11358                 return;
11359
11360         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11361
11362         for (i = 0;i < r_refdef.scene.numentities;i++)
11363         {
11364                 if (!r_refdef.viewcache.entityvisible[i])
11365                         continue;
11366                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11367                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11368         }
11369 }
11370
11371 extern cvar_t mod_collision_bih;
11372 void R_DrawDebugModel(void)
11373 {
11374         entity_render_t *ent = rsurface.entity;
11375         int i, j, k, l, flagsmask;
11376         const msurface_t *surface;
11377         dp_model_t *model = ent->model;
11378         vec3_t v;
11379
11380         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11381                 return;
11382
11383         if (r_showoverdraw.value > 0)
11384         {
11385                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11386                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11387                 R_SetupShader_Generic_NoTexture(false, false);
11388                 GL_DepthTest(false);
11389                 GL_DepthMask(false);
11390                 GL_DepthRange(0, 1);
11391                 GL_BlendFunc(GL_ONE, GL_ONE);
11392                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11393                 {
11394                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11395                                 continue;
11396                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11397                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11398                         {
11399                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11400                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11401                                 if (!rsurface.texture->currentlayers->depthmask)
11402                                         GL_Color(c, 0, 0, 1.0f);
11403                                 else if (ent == r_refdef.scene.worldentity)
11404                                         GL_Color(c, c, c, 1.0f);
11405                                 else
11406                                         GL_Color(0, c, 0, 1.0f);
11407                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11408                                 RSurf_DrawBatch();
11409                         }
11410                 }
11411                 rsurface.texture = NULL;
11412         }
11413
11414         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11415
11416 //      R_Mesh_ResetTextureState();
11417         R_SetupShader_Generic_NoTexture(false, false);
11418         GL_DepthRange(0, 1);
11419         GL_DepthTest(!r_showdisabledepthtest.integer);
11420         GL_DepthMask(false);
11421         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11422
11423         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11424         {
11425                 int triangleindex;
11426                 int bihleafindex;
11427                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11428                 const q3mbrush_t *brush;
11429                 const bih_t *bih = &model->collision_bih;
11430                 const bih_leaf_t *bihleaf;
11431                 float vertex3f[3][3];
11432                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11433                 cullbox = false;
11434                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11435                 {
11436                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11437                                 continue;
11438                         switch (bihleaf->type)
11439                         {
11440                         case BIH_BRUSH:
11441                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11442                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11443                                 {
11444                                         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);
11445                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11446                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11447                                 }
11448                                 break;
11449                         case BIH_COLLISIONTRIANGLE:
11450                                 triangleindex = bihleaf->itemindex;
11451                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11452                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11453                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11454                                 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);
11455                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11456                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11457                                 break;
11458                         case BIH_RENDERTRIANGLE:
11459                                 triangleindex = bihleaf->itemindex;
11460                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11461                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11462                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11463                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11464                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11465                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11466                                 break;
11467                         }
11468                 }
11469         }
11470
11471         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11472
11473 #ifndef USE_GLES2
11474         if (r_showtris.integer && qglPolygonMode)
11475         {
11476                 if (r_showdisabledepthtest.integer)
11477                 {
11478                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11479                         GL_DepthMask(false);
11480                 }
11481                 else
11482                 {
11483                         GL_BlendFunc(GL_ONE, GL_ZERO);
11484                         GL_DepthMask(true);
11485                 }
11486                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11487                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11488                 {
11489                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11490                                 continue;
11491                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11492                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11493                         {
11494                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11495                                 if (!rsurface.texture->currentlayers->depthmask)
11496                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11497                                 else if (ent == r_refdef.scene.worldentity)
11498                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11499                                 else
11500                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11501                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11502                                 RSurf_DrawBatch();
11503                         }
11504                 }
11505                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11506                 rsurface.texture = NULL;
11507         }
11508
11509         if (r_shownormals.value != 0 && qglBegin)
11510         {
11511                 if (r_showdisabledepthtest.integer)
11512                 {
11513                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11514                         GL_DepthMask(false);
11515                 }
11516                 else
11517                 {
11518                         GL_BlendFunc(GL_ONE, GL_ZERO);
11519                         GL_DepthMask(true);
11520                 }
11521                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11522                 {
11523                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11524                                 continue;
11525                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11526                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11527                         {
11528                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11529                                 qglBegin(GL_LINES);
11530                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11531                                 {
11532                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11533                                         {
11534                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11535                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11536                                                 qglVertex3f(v[0], v[1], v[2]);
11537                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11538                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11539                                                 qglVertex3f(v[0], v[1], v[2]);
11540                                         }
11541                                 }
11542                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11543                                 {
11544                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11545                                         {
11546                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11547                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11548                                                 qglVertex3f(v[0], v[1], v[2]);
11549                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11550                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11551                                                 qglVertex3f(v[0], v[1], v[2]);
11552                                         }
11553                                 }
11554                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11555                                 {
11556                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11557                                         {
11558                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11559                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11560                                                 qglVertex3f(v[0], v[1], v[2]);
11561                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11562                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11563                                                 qglVertex3f(v[0], v[1], v[2]);
11564                                         }
11565                                 }
11566                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11567                                 {
11568                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11569                                         {
11570                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11571                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11572                                                 qglVertex3f(v[0], v[1], v[2]);
11573                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11574                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11575                                                 qglVertex3f(v[0], v[1], v[2]);
11576                                         }
11577                                 }
11578                                 qglEnd();
11579                                 CHECKGLERROR
11580                         }
11581                 }
11582                 rsurface.texture = NULL;
11583         }
11584 #endif
11585 }
11586
11587 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11588 int r_maxsurfacelist = 0;
11589 const msurface_t **r_surfacelist = NULL;
11590 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11591 {
11592         int i, j, endj, flagsmask;
11593         dp_model_t *model = r_refdef.scene.worldmodel;
11594         msurface_t *surfaces;
11595         unsigned char *update;
11596         int numsurfacelist = 0;
11597         if (model == NULL)
11598                 return;
11599
11600         if (r_maxsurfacelist < model->num_surfaces)
11601         {
11602                 r_maxsurfacelist = model->num_surfaces;
11603                 if (r_surfacelist)
11604                         Mem_Free((msurface_t**)r_surfacelist);
11605                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11606         }
11607
11608         RSurf_ActiveWorldEntity();
11609
11610         surfaces = model->data_surfaces;
11611         update = model->brushq1.lightmapupdateflags;
11612
11613         // update light styles on this submodel
11614         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11615         {
11616                 model_brush_lightstyleinfo_t *style;
11617                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11618                 {
11619                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11620                         {
11621                                 int *list = style->surfacelist;
11622                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11623                                 for (j = 0;j < style->numsurfaces;j++)
11624                                         update[list[j]] = true;
11625                         }
11626                 }
11627         }
11628
11629         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11630
11631         if (debug)
11632         {
11633                 R_DrawDebugModel();
11634                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11635                 return;
11636         }
11637
11638         rsurface.lightmaptexture = NULL;
11639         rsurface.deluxemaptexture = NULL;
11640         rsurface.uselightmaptexture = false;
11641         rsurface.texture = NULL;
11642         rsurface.rtlight = NULL;
11643         numsurfacelist = 0;
11644         // add visible surfaces to draw list
11645         for (i = 0;i < model->nummodelsurfaces;i++)
11646         {
11647                 j = model->sortedmodelsurfaces[i];
11648                 if (r_refdef.viewcache.world_surfacevisible[j])
11649                         r_surfacelist[numsurfacelist++] = surfaces + j;
11650         }
11651         // update lightmaps if needed
11652         if (model->brushq1.firstrender)
11653         {
11654                 model->brushq1.firstrender = false;
11655                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11656                         if (update[j])
11657                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11658         }
11659         else if (update)
11660         {
11661                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11662                         if (r_refdef.viewcache.world_surfacevisible[j])
11663                                 if (update[j])
11664                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11665         }
11666         // don't do anything if there were no surfaces
11667         if (!numsurfacelist)
11668         {
11669                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11670                 return;
11671         }
11672         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11673
11674         // add to stats if desired
11675         if (r_speeds.integer && !skysurfaces && !depthonly)
11676         {
11677                 r_refdef.stats.world_surfaces += numsurfacelist;
11678                 for (j = 0;j < numsurfacelist;j++)
11679                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11680         }
11681
11682         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11683 }
11684
11685 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11686 {
11687         int i, j, endj, flagsmask;
11688         dp_model_t *model = ent->model;
11689         msurface_t *surfaces;
11690         unsigned char *update;
11691         int numsurfacelist = 0;
11692         if (model == NULL)
11693                 return;
11694
11695         if (r_maxsurfacelist < model->num_surfaces)
11696         {
11697                 r_maxsurfacelist = model->num_surfaces;
11698                 if (r_surfacelist)
11699                         Mem_Free((msurface_t **)r_surfacelist);
11700                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11701         }
11702
11703         // if the model is static it doesn't matter what value we give for
11704         // wantnormals and wanttangents, so this logic uses only rules applicable
11705         // to a model, knowing that they are meaningless otherwise
11706         if (ent == r_refdef.scene.worldentity)
11707                 RSurf_ActiveWorldEntity();
11708         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11709                 RSurf_ActiveModelEntity(ent, false, false, false);
11710         else if (prepass)
11711                 RSurf_ActiveModelEntity(ent, true, true, true);
11712         else if (depthonly)
11713         {
11714                 switch (vid.renderpath)
11715                 {
11716                 case RENDERPATH_GL20:
11717                 case RENDERPATH_D3D9:
11718                 case RENDERPATH_D3D10:
11719                 case RENDERPATH_D3D11:
11720                 case RENDERPATH_SOFT:
11721                 case RENDERPATH_GLES2:
11722                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11723                         break;
11724                 case RENDERPATH_GL11:
11725                 case RENDERPATH_GL13:
11726                 case RENDERPATH_GLES1:
11727                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11728                         break;
11729                 }
11730         }
11731         else
11732         {
11733                 switch (vid.renderpath)
11734                 {
11735                 case RENDERPATH_GL20:
11736                 case RENDERPATH_D3D9:
11737                 case RENDERPATH_D3D10:
11738                 case RENDERPATH_D3D11:
11739                 case RENDERPATH_SOFT:
11740                 case RENDERPATH_GLES2:
11741                         RSurf_ActiveModelEntity(ent, true, true, false);
11742                         break;
11743                 case RENDERPATH_GL11:
11744                 case RENDERPATH_GL13:
11745                 case RENDERPATH_GLES1:
11746                         RSurf_ActiveModelEntity(ent, true, false, false);
11747                         break;
11748                 }
11749         }
11750
11751         surfaces = model->data_surfaces;
11752         update = model->brushq1.lightmapupdateflags;
11753
11754         // update light styles
11755         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11756         {
11757                 model_brush_lightstyleinfo_t *style;
11758                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11759                 {
11760                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11761                         {
11762                                 int *list = style->surfacelist;
11763                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11764                                 for (j = 0;j < style->numsurfaces;j++)
11765                                         update[list[j]] = true;
11766                         }
11767                 }
11768         }
11769
11770         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11771
11772         if (debug)
11773         {
11774                 R_DrawDebugModel();
11775                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11776                 return;
11777         }
11778
11779         rsurface.lightmaptexture = NULL;
11780         rsurface.deluxemaptexture = NULL;
11781         rsurface.uselightmaptexture = false;
11782         rsurface.texture = NULL;
11783         rsurface.rtlight = NULL;
11784         numsurfacelist = 0;
11785         // add visible surfaces to draw list
11786         for (i = 0;i < model->nummodelsurfaces;i++)
11787                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11788         // don't do anything if there were no surfaces
11789         if (!numsurfacelist)
11790         {
11791                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11792                 return;
11793         }
11794         // update lightmaps if needed
11795         if (update)
11796         {
11797                 int updated = 0;
11798                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11799                 {
11800                         if (update[j])
11801                         {
11802                                 updated++;
11803                                 R_BuildLightMap(ent, surfaces + j);
11804                         }
11805                 }
11806         }
11807         if (update)
11808                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11809                         if (update[j])
11810                                 R_BuildLightMap(ent, surfaces + j);
11811         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11812
11813         // add to stats if desired
11814         if (r_speeds.integer && !skysurfaces && !depthonly)
11815         {
11816                 r_refdef.stats.entities_surfaces += numsurfacelist;
11817                 for (j = 0;j < numsurfacelist;j++)
11818                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11819         }
11820
11821         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11822 }
11823
11824 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11825 {
11826         static texture_t texture;
11827         static msurface_t surface;
11828         const msurface_t *surfacelist = &surface;
11829
11830         // fake enough texture and surface state to render this geometry
11831
11832         texture.update_lastrenderframe = -1; // regenerate this texture
11833         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11834         texture.currentskinframe = skinframe;
11835         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11836         texture.offsetmapping = OFFSETMAPPING_OFF;
11837         texture.offsetscale = 1;
11838         texture.specularscalemod = 1;
11839         texture.specularpowermod = 1;
11840
11841         surface.texture = &texture;
11842         surface.num_triangles = numtriangles;
11843         surface.num_firsttriangle = firsttriangle;
11844         surface.num_vertices = numvertices;
11845         surface.num_firstvertex = firstvertex;
11846
11847         // now render it
11848         rsurface.texture = R_GetCurrentTexture(surface.texture);
11849         rsurface.lightmaptexture = NULL;
11850         rsurface.deluxemaptexture = NULL;
11851         rsurface.uselightmaptexture = false;
11852         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11853 }
11854
11855 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)
11856 {
11857         static msurface_t surface;
11858         const msurface_t *surfacelist = &surface;
11859
11860         // fake enough texture and surface state to render this geometry
11861         surface.texture = texture;
11862         surface.num_triangles = numtriangles;
11863         surface.num_firsttriangle = firsttriangle;
11864         surface.num_vertices = numvertices;
11865         surface.num_firstvertex = firstvertex;
11866
11867         // now render it
11868         rsurface.texture = R_GetCurrentTexture(surface.texture);
11869         rsurface.lightmaptexture = NULL;
11870         rsurface.deluxemaptexture = NULL;
11871         rsurface.uselightmaptexture = false;
11872         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11873 }