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gl_rmain: Get the notexture texture from a single source
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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 "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26 #include "ft2.h"
27 #include "csprogs.h"
28 #include "cl_video.h"
29 #include "cl_collision.h"
30
31 #ifdef WIN32
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
33 #ifdef __cplusplus
34 extern "C" {
35 #endif
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
37 #ifdef __cplusplus
38 }
39 #endif
40 #endif
41
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
44
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
46
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
49 qboolean r_loadfog;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
53
54 //
55 // screen size info
56 //
57 r_refdef_t r_refdef;
58
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | 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)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | 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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | 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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
71
72 cvar_t r_depthfirst = {CVAR_CLIENT | 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_CLIENT | 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 = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "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_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "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)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
113
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
119
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | 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."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | 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."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | 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"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
146
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
155
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | 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"};
158
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
162
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | 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"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | 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"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
173
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | 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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | 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"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | 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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | 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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | 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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | 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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
194
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | 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"};
204
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210
211 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213
214 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220
221 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231
232 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "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"};
233
234 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235
236 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237
238 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239
240 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244
245 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
249
250 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {
253         {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254         {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255         {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256         {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
257 };
258
259 extern cvar_t v_glslgamma_2d;
260
261 extern qboolean v_flipped_state;
262
263 r_framebufferstate_t r_fb;
264
265 /// shadow volume bsp struct with automatically growing nodes buffer
266 svbsp_t r_svbsp;
267
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
283
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
286 {
287         char basename[64];
288         rtexture_t *texture;
289 }
290 cubemapinfo_t;
291
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
298
299 typedef struct r_qwskincache_s
300 {
301         char name[MAX_QPATH];
302         skinframe_t *skinframe;
303 }
304 r_qwskincache_t;
305
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
308
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
312 {
313         0, 0, 0,
314         1, 0, 0,
315         1, 1, 0,
316         0, 1, 0
317 };
318
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
320 {
321         int i;
322         for (i = 0;i < verts;i++)
323         {
324                 out[0] = in[0] * r;
325                 out[1] = in[1] * g;
326                 out[2] = in[2] * b;
327                 out[3] = in[3];
328                 in += 4;
329                 out += 4;
330         }
331 }
332
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
334 {
335         int i;
336         for (i = 0;i < verts;i++)
337         {
338                 out[0] = r;
339                 out[1] = g;
340                 out[2] = b;
341                 out[3] = a;
342                 out += 4;
343         }
344 }
345
346 // FIXME: move this to client?
347 void FOG_clear(void)
348 {
349         if (gamemode == GAME_NEHAHRA)
350         {
351                 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352                 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353                 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354                 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355                 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356         }
357         r_refdef.fog_density = 0;
358         r_refdef.fog_red = 0;
359         r_refdef.fog_green = 0;
360         r_refdef.fog_blue = 0;
361         r_refdef.fog_alpha = 1;
362         r_refdef.fog_start = 0;
363         r_refdef.fog_end = 16384;
364         r_refdef.fog_height = 1<<30;
365         r_refdef.fog_fadedepth = 128;
366         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
367 }
368
369 static void R_BuildBlankTextures(void)
370 {
371         unsigned char data[4];
372         data[2] = 128; // normal X
373         data[1] = 128; // normal Y
374         data[0] = 255; // normal Z
375         data[3] = 255; // height
376         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
377         data[0] = 255;
378         data[1] = 255;
379         data[2] = 255;
380         data[3] = 255;
381         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
382         data[0] = 128;
383         data[1] = 128;
384         data[2] = 128;
385         data[3] = 255;
386         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
387         data[0] = 0;
388         data[1] = 0;
389         data[2] = 0;
390         data[3] = 255;
391         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 }
393
394 static void R_BuildNoTexture(void)
395 {
396         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
397 }
398
399 static void R_BuildWhiteCube(void)
400 {
401         unsigned char data[6*1*1*4];
402         memset(data, 255, sizeof(data));
403         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
404 }
405
406 static void R_BuildNormalizationCube(void)
407 {
408         int x, y, side;
409         vec3_t v;
410         vec_t s, t, intensity;
411 #define NORMSIZE 64
412         unsigned char *data;
413         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414         for (side = 0;side < 6;side++)
415         {
416                 for (y = 0;y < NORMSIZE;y++)
417                 {
418                         for (x = 0;x < NORMSIZE;x++)
419                         {
420                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422                                 switch(side)
423                                 {
424                                 default:
425                                 case 0:
426                                         v[0] = 1;
427                                         v[1] = -t;
428                                         v[2] = -s;
429                                         break;
430                                 case 1:
431                                         v[0] = -1;
432                                         v[1] = -t;
433                                         v[2] = s;
434                                         break;
435                                 case 2:
436                                         v[0] = s;
437                                         v[1] = 1;
438                                         v[2] = t;
439                                         break;
440                                 case 3:
441                                         v[0] = s;
442                                         v[1] = -1;
443                                         v[2] = -t;
444                                         break;
445                                 case 4:
446                                         v[0] = s;
447                                         v[1] = -t;
448                                         v[2] = 1;
449                                         break;
450                                 case 5:
451                                         v[0] = -s;
452                                         v[1] = -t;
453                                         v[2] = -1;
454                                         break;
455                                 }
456                                 intensity = 127.0f / sqrt(DotProduct(v, v));
457                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460                                 data[((side*64+y)*64+x)*4+3] = 255;
461                         }
462                 }
463         }
464         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
465         Mem_Free(data);
466 }
467
468 static void R_BuildFogTexture(void)
469 {
470         int x, b;
471 #define FOGWIDTH 256
472         unsigned char data1[FOGWIDTH][4];
473         //unsigned char data2[FOGWIDTH][4];
474         double d, r, alpha;
475
476         r_refdef.fogmasktable_start = r_refdef.fog_start;
477         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478         r_refdef.fogmasktable_range = r_refdef.fogrange;
479         r_refdef.fogmasktable_density = r_refdef.fog_density;
480
481         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483         {
484                 d = (x * r - r_refdef.fogmasktable_start);
485                 if(developer_extra.integer)
486                         Con_DPrintf("%f ", d);
487                 d = max(0, d);
488                 if (r_fog_exp2.integer)
489                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490                 else
491                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492                 if(developer_extra.integer)
493                         Con_DPrintf(" : %f ", alpha);
494                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495                 if(developer_extra.integer)
496                         Con_DPrintf(" = %f\n", alpha);
497                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
498         }
499
500         for (x = 0;x < FOGWIDTH;x++)
501         {
502                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
503                 data1[x][0] = b;
504                 data1[x][1] = b;
505                 data1[x][2] = b;
506                 data1[x][3] = 255;
507                 //data2[x][0] = 255 - b;
508                 //data2[x][1] = 255 - b;
509                 //data2[x][2] = 255 - b;
510                 //data2[x][3] = 255;
511         }
512         if (r_texture_fogattenuation)
513         {
514                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
516         }
517         else
518         {
519                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
521         }
522 }
523
524 static void R_BuildFogHeightTexture(void)
525 {
526         unsigned char *inpixels;
527         int size;
528         int x;
529         int y;
530         int j;
531         float c[4];
532         float f;
533         inpixels = NULL;
534         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535         if (r_refdef.fogheighttexturename[0])
536                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
537         if (!inpixels)
538         {
539                 r_refdef.fog_height_tablesize = 0;
540                 if (r_texture_fogheighttexture)
541                         R_FreeTexture(r_texture_fogheighttexture);
542                 r_texture_fogheighttexture = NULL;
543                 if (r_refdef.fog_height_table2d)
544                         Mem_Free(r_refdef.fog_height_table2d);
545                 r_refdef.fog_height_table2d = NULL;
546                 if (r_refdef.fog_height_table1d)
547                         Mem_Free(r_refdef.fog_height_table1d);
548                 r_refdef.fog_height_table1d = NULL;
549                 return;
550         }
551         size = image_width;
552         r_refdef.fog_height_tablesize = size;
553         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556         Mem_Free(inpixels);
557         // LadyHavoc: now the magic - what is that table2d for?  it is a cooked
558         // average fog color table accounting for every fog layer between a point
559         // and the camera.  (Note: attenuation is handled separately!)
560         for (y = 0;y < size;y++)
561         {
562                 for (x = 0;x < size;x++)
563                 {
564                         Vector4Clear(c);
565                         f = 0;
566                         if (x < y)
567                         {
568                                 for (j = x;j <= y;j++)
569                                 {
570                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
571                                         f++;
572                                 }
573                         }
574                         else
575                         {
576                                 for (j = x;j >= y;j--)
577                                 {
578                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
579                                         f++;
580                                 }
581                         }
582                         f = 1.0f / f;
583                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
587                 }
588         }
589         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
590 }
591
592 //=======================================================================================================================================================
593
594 static const char *builtinshaderstrings[] =
595 {
596 #include "shader_glsl.h"
597 0
598 };
599
600 //=======================================================================================================================================================
601
602 typedef struct shaderpermutationinfo_s
603 {
604         const char *pretext;
605         const char *name;
606 }
607 shaderpermutationinfo_t;
608
609 typedef struct shadermodeinfo_s
610 {
611         const char *sourcebasename;
612         const char *extension;
613         const char **builtinshaderstrings;
614         const char *pretext;
615         const char *name;
616         char *filename;
617         char *builtinstring;
618         int builtincrc;
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 USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
645         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
646         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
647         {"#define USEALPHAKILL\n", " alphakill"},
648         {"#define USEREFLECTCUBE\n", " reflectcube"},
649         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
650         {"#define USEBOUNCEGRID\n", " bouncegrid"},
651         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
652         {"#define USETRIPPY\n", " trippy"},
653         {"#define USEDEPTHRGB\n", " depthrgb"},
654         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
655         {"#define USESKELETAL\n", " skeletal"},
656         {"#define USEOCCLUDE\n", " occlude"}
657 };
658
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
661 {
662         // SHADERLANGUAGE_GLSL
663         {
664                 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
665                 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
666                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
668                 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
670                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
671                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
672                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
673                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
674                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
675                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
677                 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
678                 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
679                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
680                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
681         },
682 };
683
684 struct r_glsl_permutation_s;
685 typedef struct r_glsl_permutation_s
686 {
687         /// hash lookup data
688         struct r_glsl_permutation_s *hashnext;
689         unsigned int mode;
690         uint64_t permutation;
691
692         /// indicates if we have tried compiling this permutation already
693         qboolean compiled;
694         /// 0 if compilation failed
695         int program;
696         // texture units assigned to each detected uniform
697         int tex_Texture_First;
698         int tex_Texture_Second;
699         int tex_Texture_GammaRamps;
700         int tex_Texture_Normal;
701         int tex_Texture_Color;
702         int tex_Texture_Gloss;
703         int tex_Texture_Glow;
704         int tex_Texture_SecondaryNormal;
705         int tex_Texture_SecondaryColor;
706         int tex_Texture_SecondaryGloss;
707         int tex_Texture_SecondaryGlow;
708         int tex_Texture_Pants;
709         int tex_Texture_Shirt;
710         int tex_Texture_FogHeightTexture;
711         int tex_Texture_FogMask;
712         int tex_Texture_LightGrid;
713         int tex_Texture_Lightmap;
714         int tex_Texture_Deluxemap;
715         int tex_Texture_Attenuation;
716         int tex_Texture_Cube;
717         int tex_Texture_Refraction;
718         int tex_Texture_Reflection;
719         int tex_Texture_ShadowMap2D;
720         int tex_Texture_CubeProjection;
721         int tex_Texture_ScreenNormalMap;
722         int tex_Texture_ScreenDiffuse;
723         int tex_Texture_ScreenSpecular;
724         int tex_Texture_ReflectMask;
725         int tex_Texture_ReflectCube;
726         int tex_Texture_BounceGrid;
727         /// locations of detected uniforms in program object, or -1 if not found
728         int loc_Texture_First;
729         int loc_Texture_Second;
730         int loc_Texture_GammaRamps;
731         int loc_Texture_Normal;
732         int loc_Texture_Color;
733         int loc_Texture_Gloss;
734         int loc_Texture_Glow;
735         int loc_Texture_SecondaryNormal;
736         int loc_Texture_SecondaryColor;
737         int loc_Texture_SecondaryGloss;
738         int loc_Texture_SecondaryGlow;
739         int loc_Texture_Pants;
740         int loc_Texture_Shirt;
741         int loc_Texture_FogHeightTexture;
742         int loc_Texture_FogMask;
743         int loc_Texture_LightGrid;
744         int loc_Texture_Lightmap;
745         int loc_Texture_Deluxemap;
746         int loc_Texture_Attenuation;
747         int loc_Texture_Cube;
748         int loc_Texture_Refraction;
749         int loc_Texture_Reflection;
750         int loc_Texture_ShadowMap2D;
751         int loc_Texture_CubeProjection;
752         int loc_Texture_ScreenNormalMap;
753         int loc_Texture_ScreenDiffuse;
754         int loc_Texture_ScreenSpecular;
755         int loc_Texture_ReflectMask;
756         int loc_Texture_ReflectCube;
757         int loc_Texture_BounceGrid;
758         int loc_Alpha;
759         int loc_BloomBlur_Parameters;
760         int loc_ClientTime;
761         int loc_Color_Ambient;
762         int loc_Color_Diffuse;
763         int loc_Color_Specular;
764         int loc_Color_Glow;
765         int loc_Color_Pants;
766         int loc_Color_Shirt;
767         int loc_DeferredColor_Ambient;
768         int loc_DeferredColor_Diffuse;
769         int loc_DeferredColor_Specular;
770         int loc_DeferredMod_Diffuse;
771         int loc_DeferredMod_Specular;
772         int loc_DistortScaleRefractReflect;
773         int loc_EyePosition;
774         int loc_FogColor;
775         int loc_FogHeightFade;
776         int loc_FogPlane;
777         int loc_FogPlaneViewDist;
778         int loc_FogRangeRecip;
779         int loc_LightColor;
780         int loc_LightDir;
781         int loc_LightGridMatrix;
782         int loc_LightGridNormalMatrix;
783         int loc_LightPosition;
784         int loc_OffsetMapping_ScaleSteps;
785         int loc_OffsetMapping_LodDistance;
786         int loc_OffsetMapping_Bias;
787         int loc_PixelSize;
788         int loc_ReflectColor;
789         int loc_ReflectFactor;
790         int loc_ReflectOffset;
791         int loc_RefractColor;
792         int loc_Saturation;
793         int loc_ScreenCenterRefractReflect;
794         int loc_ScreenScaleRefractReflect;
795         int loc_ScreenToDepth;
796         int loc_ShadowMap_Parameters;
797         int loc_ShadowMap_TextureScale;
798         int loc_SpecularPower;
799         int loc_Skeletal_Transform12;
800         int loc_UserVec1;
801         int loc_UserVec2;
802         int loc_UserVec3;
803         int loc_UserVec4;
804         int loc_ColorFringe;
805         int loc_ViewTintColor;
806         int loc_ViewToLight;
807         int loc_ModelToLight;
808         int loc_TexMatrix;
809         int loc_BackgroundTexMatrix;
810         int loc_ModelViewProjectionMatrix;
811         int loc_ModelViewMatrix;
812         int loc_PixelToScreenTexCoord;
813         int loc_ModelToReflectCube;
814         int loc_ShadowMapMatrix;
815         int loc_BloomColorSubtract;
816         int loc_NormalmapScrollBlend;
817         int loc_BounceGridMatrix;
818         int loc_BounceGridIntensity;
819         /// uniform block bindings
820         int ubibind_Skeletal_Transform12_UniformBlock;
821         /// uniform block indices
822         int ubiloc_Skeletal_Transform12_UniformBlock;
823 }
824 r_glsl_permutation_t;
825
826 #define SHADERPERMUTATION_HASHSIZE 256
827
828
829 // non-degradable "lightweight" shader parameters to keep the permutations simpler
830 // these can NOT degrade! only use for simple stuff
831 enum
832 {
833         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
834         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
835         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
836         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
837         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
838         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
839         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
840         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
841         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
842         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
843         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
844         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
845         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
846         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
847 };
848 #define SHADERSTATICPARMS_COUNT 14
849
850 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
851 static int shaderstaticparms_count = 0;
852
853 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
854 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
855
856 extern qboolean r_shadow_shadowmapsampler;
857 extern int r_shadow_shadowmappcf;
858 qboolean R_CompileShader_CheckStaticParms(void)
859 {
860         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
861         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
862         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
863
864         // detect all
865         if (r_glsl_saturation_redcompensate.integer)
866                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
867         if (r_glsl_vertextextureblend_usebothalphas.integer)
868                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
869         if (r_shadow_glossexact.integer)
870                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
871         if (r_glsl_postprocess.integer)
872         {
873                 if (r_glsl_postprocess_uservec1_enable.integer)
874                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
875                 if (r_glsl_postprocess_uservec2_enable.integer)
876                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
877                 if (r_glsl_postprocess_uservec3_enable.integer)
878                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
879                 if (r_glsl_postprocess_uservec4_enable.integer)
880                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
881         }
882         if (r_fxaa.integer)
883                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
884         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
886
887         if (r_shadow_shadowmapsampler)
888                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
889         if (r_shadow_shadowmappcf > 1)
890                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
891         else if (r_shadow_shadowmappcf)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
893         if (r_celshading.integer)
894                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
895         if (r_celoutlines.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
897
898         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
899 }
900
901 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
902         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
903                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
904         else \
905                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
906 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
907 {
908         shaderstaticparms_count = 0;
909
910         // emit all
911         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
912         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
913         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
914         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
915         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
916         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
917         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
918         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
919         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
920         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
921         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
922         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
923         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
924         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
925 }
926
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
933
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
935 {
936         //unsigned int hashdepth = 0;
937         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938         r_glsl_permutation_t *p;
939         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
940         {
941                 if (p->mode == mode && p->permutation == permutation)
942                 {
943                         //if (hashdepth > 10)
944                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
945                         return p;
946                 }
947                 //hashdepth++;
948         }
949         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
950         p->mode = mode;
951         p->permutation = permutation;
952         p->hashnext = r_glsl_permutationhash[mode][hashindex];
953         r_glsl_permutationhash[mode][hashindex] = p;
954         //if (hashdepth > 10)
955         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
956         return p;
957 }
958
959 static char *R_ShaderStrCat(const char **strings)
960 {
961         char *string, *s;
962         const char **p = strings;
963         const char *t;
964         size_t len = 0;
965         for (p = strings;(t = *p);p++)
966                 len += strlen(t);
967         len++;
968         s = string = (char *)Mem_Alloc(r_main_mempool, len);
969         len = 0;
970         for (p = strings;(t = *p);p++)
971         {
972                 len = strlen(t);
973                 memcpy(s, t, len);
974                 s += len;
975         }
976         *s = 0;
977         return string;
978 }
979
980 static char *R_ShaderStrCat(const char **strings);
981 static void R_InitShaderModeInfo(void)
982 {
983         int i, language;
984         shadermodeinfo_t *modeinfo;
985         // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
986         for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
987         {
988                 for (i = 0; i < SHADERMODE_COUNT; i++)
989                 {
990                         char filename[MAX_QPATH];
991                         modeinfo = &shadermodeinfo[language][i];
992                         modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
993                         modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
994                         dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
995                         modeinfo->filename = Mem_strdup(r_main_mempool, filename);
996                 }
997         }
998 }
999
1000 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1001 {
1002         char *shaderstring;
1003         // if the mode has no filename we have to return the builtin string
1004         if (builtinonly || !modeinfo->filename)
1005                 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1006         // note that FS_LoadFile appends a 0 byte to make it a valid string
1007         shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1008         if (shaderstring)
1009         {
1010                 if (printfromdisknotice)
1011                         Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1012                 return shaderstring;
1013         }
1014         // fall back to builtinstring
1015         return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1016 }
1017
1018 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1019 {
1020         int i;
1021         int ubibind;
1022         int sampler;
1023         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1024         char *sourcestring;
1025         char permutationname[256];
1026         int vertstrings_count = 0;
1027         int geomstrings_count = 0;
1028         int fragstrings_count = 0;
1029         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1030         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1031         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1032
1033         if (p->compiled)
1034                 return;
1035         p->compiled = true;
1036         p->program = 0;
1037
1038         permutationname[0] = 0;
1039         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1040
1041         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1042
1043         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1044         if(vid.support.glshaderversion >= 140)
1045         {
1046                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1047                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1048                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1049                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1050                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1051                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1052         }
1053         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1054         else if(vid.support.glshaderversion >= 130)
1055         {
1056                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1057                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1058                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1059                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1060                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1061                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1062         }
1063         // if we can do #version 120, we should (this adds the invariant keyword)
1064         else if(vid.support.glshaderversion >= 120)
1065         {
1066                 vertstrings_list[vertstrings_count++] = "#version 120\n";
1067                 geomstrings_list[geomstrings_count++] = "#version 120\n";
1068                 fragstrings_list[fragstrings_count++] = "#version 120\n";
1069                 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1070                 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1071                 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1072         }
1073         // GLES also adds several things from GLSL120
1074         switch(vid.renderpath)
1075         {
1076         case RENDERPATH_GLES2:
1077                 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1078                 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1079                 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1080                 break;
1081         default:
1082                 break;
1083         }
1084
1085         // the first pretext is which type of shader to compile as
1086         // (later these will all be bound together as a program object)
1087         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1090
1091         // the second pretext is the mode (for example a light source)
1092         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1096
1097         // now add all the permutation pretexts
1098         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1099         {
1100                 if (permutation & (1ll<<i))
1101                 {
1102                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1106                 }
1107                 else
1108                 {
1109                         // keep line numbers correct
1110                         vertstrings_list[vertstrings_count++] = "\n";
1111                         geomstrings_list[geomstrings_count++] = "\n";
1112                         fragstrings_list[fragstrings_count++] = "\n";
1113                 }
1114         }
1115
1116         // add static parms
1117         R_CompileShader_AddStaticParms(mode, permutation);
1118         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119         vertstrings_count += shaderstaticparms_count;
1120         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121         geomstrings_count += shaderstaticparms_count;
1122         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123         fragstrings_count += shaderstaticparms_count;
1124
1125         // now append the shader text itself
1126         vertstrings_list[vertstrings_count++] = sourcestring;
1127         geomstrings_list[geomstrings_count++] = sourcestring;
1128         fragstrings_list[fragstrings_count++] = sourcestring;
1129
1130         // we don't currently use geometry shaders for anything, so just empty the list
1131         geomstrings_count = 0;
1132
1133         // compile the shader program
1134         if (vertstrings_count + geomstrings_count + fragstrings_count)
1135                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1136         if (p->program)
1137         {
1138                 CHECKGLERROR
1139                 qglUseProgram(p->program);CHECKGLERROR
1140                 // look up all the uniform variable names we care about, so we don't
1141                 // have to look them up every time we set them
1142
1143 #if 0
1144                 // debugging aid
1145                 {
1146                         GLint activeuniformindex = 0;
1147                         GLint numactiveuniforms = 0;
1148                         char uniformname[128];
1149                         GLsizei uniformnamelength = 0;
1150                         GLint uniformsize = 0;
1151                         GLenum uniformtype = 0;
1152                         memset(uniformname, 0, sizeof(uniformname));
1153                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1154                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1155                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1156                         {
1157                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1158                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1159                         }
1160                 }
1161 #endif
1162
1163                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1164                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1165                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1166                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1167                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1168                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1169                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1170                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1171                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1172                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1173                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1174                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1175                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1176                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1177                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1178                 p->loc_Texture_LightGrid          = qglGetUniformLocation(p->program, "Texture_LightGrid");
1179                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1180                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1181                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1182                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1183                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1184                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1185                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1186                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1187                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1188                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1189                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1190                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1191                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1192                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1193                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1194                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1195                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1196                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1197                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1198                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1199                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1200                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1201                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1202                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1203                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1204                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1205                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1206                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1207                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1208                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1209                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1210                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1211                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1212                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1213                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1214                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1215                 p->loc_LightGridMatrix            = qglGetUniformLocation(p->program, "LightGridMatrix");
1216                 p->loc_LightGridNormalMatrix      = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1217                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1218                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1219                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1223                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1224                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1225                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1226                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1227                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1228                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1231                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1234                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1235                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1236                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1237                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1238                 p->loc_ColorFringe                = qglGetUniformLocation(p->program, "ColorFringe");
1239                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1240                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1241                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1242                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1243                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1244                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1245                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1246                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1247                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1248                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1249                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1250                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1251                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1252                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1253                 // initialize the samplers to refer to the texture units we use
1254                 p->tex_Texture_First = -1;
1255                 p->tex_Texture_Second = -1;
1256                 p->tex_Texture_GammaRamps = -1;
1257                 p->tex_Texture_Normal = -1;
1258                 p->tex_Texture_Color = -1;
1259                 p->tex_Texture_Gloss = -1;
1260                 p->tex_Texture_Glow = -1;
1261                 p->tex_Texture_SecondaryNormal = -1;
1262                 p->tex_Texture_SecondaryColor = -1;
1263                 p->tex_Texture_SecondaryGloss = -1;
1264                 p->tex_Texture_SecondaryGlow = -1;
1265                 p->tex_Texture_Pants = -1;
1266                 p->tex_Texture_Shirt = -1;
1267                 p->tex_Texture_FogHeightTexture = -1;
1268                 p->tex_Texture_FogMask = -1;
1269                 p->tex_Texture_LightGrid = -1;
1270                 p->tex_Texture_Lightmap = -1;
1271                 p->tex_Texture_Deluxemap = -1;
1272                 p->tex_Texture_Attenuation = -1;
1273                 p->tex_Texture_Cube = -1;
1274                 p->tex_Texture_Refraction = -1;
1275                 p->tex_Texture_Reflection = -1;
1276                 p->tex_Texture_ShadowMap2D = -1;
1277                 p->tex_Texture_CubeProjection = -1;
1278                 p->tex_Texture_ScreenNormalMap = -1;
1279                 p->tex_Texture_ScreenDiffuse = -1;
1280                 p->tex_Texture_ScreenSpecular = -1;
1281                 p->tex_Texture_ReflectMask = -1;
1282                 p->tex_Texture_ReflectCube = -1;
1283                 p->tex_Texture_BounceGrid = -1;
1284                 // bind the texture samplers in use
1285                 sampler = 0;
1286                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1287                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1288                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1289                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1290                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1291                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1292                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1293                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1294                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1295                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1296                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1297                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1298                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1299                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1300                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1301                 if (p->loc_Texture_LightGrid       >= 0) {p->tex_Texture_LightGrid        = sampler;qglUniform1i(p->loc_Texture_LightGrid       , sampler);sampler++;}
1302                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1303                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1304                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1305                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1306                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1307                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1308                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1309                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1310                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1311                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1312                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1313                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1314                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1315                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1316                 // get the uniform block indices so we can bind them
1317                 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1319                 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1320 #endif
1321                 // clear the uniform block bindings
1322                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1323                 // bind the uniform blocks in use
1324                 ubibind = 0;
1325 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1326                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1327 #endif
1328                 // we're done compiling and setting up the shader, at least until it is used
1329                 CHECKGLERROR
1330                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1331         }
1332         else
1333                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1334
1335         // free the strings
1336         if (sourcestring)
1337                 Mem_Free(sourcestring);
1338 }
1339
1340 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1341 {
1342         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1343         if (r_glsl_permutation != perm)
1344         {
1345                 r_glsl_permutation = perm;
1346                 if (!r_glsl_permutation->program)
1347                 {
1348                         if (!r_glsl_permutation->compiled)
1349                         {
1350                                 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1351                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1352                         }
1353                         if (!r_glsl_permutation->program)
1354                         {
1355                                 // remove features until we find a valid permutation
1356                                 int i;
1357                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1358                                 {
1359                                         // reduce i more quickly whenever it would not remove any bits
1360                                         uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1361                                         if (!(permutation & j))
1362                                                 continue;
1363                                         permutation -= j;
1364                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1365                                         if (!r_glsl_permutation->compiled)
1366                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1367                                         if (r_glsl_permutation->program)
1368                                                 break;
1369                                 }
1370                                 if (i >= SHADERPERMUTATION_COUNT)
1371                                 {
1372                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1373                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374                                         qglUseProgram(0);CHECKGLERROR
1375                                         return; // no bit left to clear, entire mode is broken
1376                                 }
1377                         }
1378                 }
1379                 CHECKGLERROR
1380                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1381         }
1382         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1383         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1384         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1385         CHECKGLERROR
1386 }
1387
1388 void R_GLSL_Restart_f(cmd_state_t *cmd)
1389 {
1390         unsigned int i, limit;
1391         switch(vid.renderpath)
1392         {
1393         case RENDERPATH_GL32:
1394         case RENDERPATH_GLES2:
1395                 {
1396                         r_glsl_permutation_t *p;
1397                         r_glsl_permutation = NULL;
1398                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1399                         for (i = 0;i < limit;i++)
1400                         {
1401                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1402                                 {
1403                                         GL_Backend_FreeProgram(p->program);
1404                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1405                                 }
1406                         }
1407                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1408                 }
1409                 break;
1410         }
1411 }
1412
1413 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1414 {
1415         int i, language, mode, dupe;
1416         char *text;
1417         shadermodeinfo_t *modeinfo;
1418         qfile_t *file;
1419
1420         for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1421         {
1422                 modeinfo = shadermodeinfo[language];
1423                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1424                 {
1425                         // don't dump the same file multiple times (most or all shaders come from the same file)
1426                         for (dupe = mode - 1;dupe >= 0;dupe--)
1427                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1428                                         break;
1429                         if (dupe >= 0)
1430                                 continue;
1431                         text = modeinfo[mode].builtinstring;
1432                         if (!text)
1433                                 continue;
1434                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1435                         if (file)
1436                         {
1437                                 FS_Print(file, "/* The engine may define the following macros:\n");
1438                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1439                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1440                                         FS_Print(file, modeinfo[i].pretext);
1441                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1442                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1443                                 FS_Print(file, "*/\n");
1444                                 FS_Print(file, text);
1445                                 FS_Close(file);
1446                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1447                         }
1448                         else
1449                                 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1450                 }
1451         }
1452 }
1453
1454 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1455 {
1456         uint64_t permutation = 0;
1457         if (r_trippy.integer && !notrippy)
1458                 permutation |= SHADERPERMUTATION_TRIPPY;
1459         permutation |= SHADERPERMUTATION_VIEWTINT;
1460         if (t)
1461                 permutation |= SHADERPERMUTATION_DIFFUSE;
1462         if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1463                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1464         if (suppresstexalpha)
1465                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1466         if (vid.allowalphatocoverage)
1467                 GL_AlphaToCoverage(false);
1468         switch (vid.renderpath)
1469         {
1470         case RENDERPATH_GL32:
1471         case RENDERPATH_GLES2:
1472                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1473                 if (r_glsl_permutation->tex_Texture_First >= 0)
1474                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1475                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1476                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1477                 break;
1478         }
1479 }
1480
1481 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1482 {
1483         R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1484 }
1485
1486 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1487 {
1488         uint64_t permutation = 0;
1489         if (r_trippy.integer && !notrippy)
1490                 permutation |= SHADERPERMUTATION_TRIPPY;
1491         if (depthrgb)
1492                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1493         if (skeletal)
1494                 permutation |= SHADERPERMUTATION_SKELETAL;
1495
1496         if (vid.allowalphatocoverage)
1497                 GL_AlphaToCoverage(false);
1498         switch (vid.renderpath)
1499         {
1500         case RENDERPATH_GL32:
1501         case RENDERPATH_GLES2:
1502                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1503 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1504                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1505 #endif
1506                 break;
1507         }
1508 }
1509
1510 #define BLENDFUNC_ALLOWS_COLORMOD      1
1511 #define BLENDFUNC_ALLOWS_FOG           2
1512 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
1513 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1514 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1515 static int R_BlendFuncFlags(int src, int dst)
1516 {
1517         int r = 0;
1518
1519         // a blendfunc allows colormod if:
1520         // a) it can never keep the destination pixel invariant, or
1521         // b) it can keep the destination pixel invariant, and still can do so if colormodded
1522         // this is to prevent unintended side effects from colormod
1523
1524         // a blendfunc allows fog if:
1525         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1526         // this is to prevent unintended side effects from fog
1527
1528         // these checks are the output of fogeval.pl
1529
1530         r |= BLENDFUNC_ALLOWS_COLORMOD;
1531         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1532         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1533         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1534         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1535         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1536         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1537         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1538         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1540         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1541         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1543         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1546         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1551         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1552
1553         return r;
1554 }
1555
1556 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1557 {
1558         // select a permutation of the lighting shader appropriate to this
1559         // combination of texture, entity, light source, and fogging, only use the
1560         // minimum features necessary to avoid wasting rendering time in the
1561         // fragment shader on features that are not being used
1562         uint64_t permutation = 0;
1563         unsigned int mode = 0;
1564         int blendfuncflags;
1565         texture_t *t = rsurface.texture;
1566         float m16f[16];
1567         matrix4x4_t tempmatrix;
1568         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1569         if (r_trippy.integer && !notrippy)
1570                 permutation |= SHADERPERMUTATION_TRIPPY;
1571         if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1572                 permutation |= SHADERPERMUTATION_ALPHAKILL;
1573         if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1574                 permutation |= SHADERPERMUTATION_OCCLUDE;
1575         if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1576                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1577         if (rsurfacepass == RSURFPASS_BACKGROUND)
1578         {
1579                 // distorted background
1580                 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1581                 {
1582                         mode = SHADERMODE_WATER;
1583                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1584                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1585                         if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1586                         {
1587                                 // this is the right thing to do for wateralpha
1588                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1589                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1590                         }
1591                         else
1592                         {
1593                                 // this is the right thing to do for entity alpha
1594                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1595                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1596                         }
1597                 }
1598                 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1599                 {
1600                         mode = SHADERMODE_REFRACTION;
1601                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1602                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1603                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1605                 }
1606                 else
1607                 {
1608                         mode = SHADERMODE_GENERIC;
1609                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1610                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612                 }
1613                 if (vid.allowalphatocoverage)
1614                         GL_AlphaToCoverage(false);
1615         }
1616         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1617         {
1618                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1619                 {
1620                         switch(t->offsetmapping)
1621                         {
1622                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1623                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1624                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1625                         case OFFSETMAPPING_OFF: break;
1626                         }
1627                 }
1628                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1629                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1630                 // normalmap (deferred prepass), may use alpha test on diffuse
1631                 mode = SHADERMODE_DEFERREDGEOMETRY;
1632                 GL_BlendFunc(GL_ONE, GL_ZERO);
1633                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1634                 if (vid.allowalphatocoverage)
1635                         GL_AlphaToCoverage(false);
1636         }
1637         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1638         {
1639                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1640                 {
1641                         switch(t->offsetmapping)
1642                         {
1643                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1644                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646                         case OFFSETMAPPING_OFF: break;
1647                         }
1648                 }
1649                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1650                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1651                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1652                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1653                 // light source
1654                 mode = SHADERMODE_LIGHTSOURCE;
1655                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1656                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1657                 if (VectorLength2(rtlightdiffuse) > 0)
1658                         permutation |= SHADERPERMUTATION_DIFFUSE;
1659                 if (VectorLength2(rtlightspecular) > 0)
1660                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1661                 if (r_refdef.fogenabled)
1662                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1663                 if (t->colormapping)
1664                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1665                 if (r_shadow_usingshadowmap2d)
1666                 {
1667                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1668                         if(r_shadow_shadowmapvsdct)
1669                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1670
1671                         if (r_shadow_shadowmap2ddepthbuffer)
1672                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1673                 }
1674                 if (t->reflectmasktexture)
1675                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1676                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1677                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1678                 if (vid.allowalphatocoverage)
1679                         GL_AlphaToCoverage(false);
1680         }
1681         else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1682         {
1683                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1684                 {
1685                         switch(t->offsetmapping)
1686                         {
1687                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1688                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1689                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1690                         case OFFSETMAPPING_OFF: break;
1691                         }
1692                 }
1693                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1694                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1695                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1696                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1697                 // directional model lighting
1698                 mode = SHADERMODE_LIGHTGRID;
1699                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1700                         permutation |= SHADERPERMUTATION_GLOW;
1701                 permutation |= SHADERPERMUTATION_DIFFUSE;
1702                 if (t->glosstexture || t->backgroundglosstexture)
1703                         permutation |= SHADERPERMUTATION_SPECULAR;
1704                 if (r_refdef.fogenabled)
1705                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1706                 if (t->colormapping)
1707                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1708                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1709                 {
1710                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1711                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1712
1713                         if (r_shadow_shadowmap2ddepthbuffer)
1714                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1715                 }
1716                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1717                         permutation |= SHADERPERMUTATION_REFLECTION;
1718                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1719                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1720                 if (t->reflectmasktexture)
1721                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1722                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1723                 {
1724                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1725                         if (r_shadow_bouncegrid_state.directional)
1726                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1727                 }
1728                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1729                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1730                 // when using alphatocoverage, we don't need alphakill
1731                 if (vid.allowalphatocoverage)
1732                 {
1733                         if (r_transparent_alphatocoverage.integer)
1734                         {
1735                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1736                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1737                         }
1738                         else
1739                                 GL_AlphaToCoverage(false);
1740                 }
1741         }
1742         else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1743         {
1744                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1745                 {
1746                         switch(t->offsetmapping)
1747                         {
1748                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1749                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1750                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1751                         case OFFSETMAPPING_OFF: break;
1752                         }
1753                 }
1754                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1755                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1756                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1757                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1758                 // directional model lighting
1759                 mode = SHADERMODE_LIGHTDIRECTION;
1760                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1761                         permutation |= SHADERPERMUTATION_GLOW;
1762                 if (VectorLength2(t->render_modellight_diffuse))
1763                         permutation |= SHADERPERMUTATION_DIFFUSE;
1764                 if (VectorLength2(t->render_modellight_specular) > 0)
1765                         permutation |= SHADERPERMUTATION_SPECULAR;
1766                 if (r_refdef.fogenabled)
1767                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1768                 if (t->colormapping)
1769                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1770                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1771                 {
1772                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1773                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1774
1775                         if (r_shadow_shadowmap2ddepthbuffer)
1776                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1777                 }
1778                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1779                         permutation |= SHADERPERMUTATION_REFLECTION;
1780                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1781                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1782                 if (t->reflectmasktexture)
1783                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1784                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1785                 {
1786                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1787                         if (r_shadow_bouncegrid_state.directional)
1788                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1789                 }
1790                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1791                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1792                 // when using alphatocoverage, we don't need alphakill
1793                 if (vid.allowalphatocoverage)
1794                 {
1795                         if (r_transparent_alphatocoverage.integer)
1796                         {
1797                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1798                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1799                         }
1800                         else
1801                                 GL_AlphaToCoverage(false);
1802                 }
1803         }
1804         else
1805         {
1806                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1807                 {
1808                         switch(t->offsetmapping)
1809                         {
1810                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1811                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1812                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1813                         case OFFSETMAPPING_OFF: break;
1814                         }
1815                 }
1816                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1817                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1818                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1819                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1820                 // lightmapped wall
1821                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1822                         permutation |= SHADERPERMUTATION_GLOW;
1823                 if (r_refdef.fogenabled && !notrippy)
1824                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1825                 if (t->colormapping)
1826                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1827                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1828                 {
1829                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1830                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1831
1832                         if (r_shadow_shadowmap2ddepthbuffer)
1833                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1834                 }
1835                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1836                         permutation |= SHADERPERMUTATION_REFLECTION;
1837                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1838                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1839                 if (t->reflectmasktexture)
1840                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1841                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1842                 {
1843                         // deluxemapping (light direction texture)
1844                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1845                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1846                         else
1847                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1848                         permutation |= SHADERPERMUTATION_DIFFUSE;
1849                         if (VectorLength2(t->render_lightmap_specular) > 0)
1850                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1851                 }
1852                 else if (r_glsl_deluxemapping.integer >= 2)
1853                 {
1854                         // fake deluxemapping (uniform light direction in tangentspace)
1855                         if (rsurface.uselightmaptexture)
1856                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1857                         else
1858                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1859                         permutation |= SHADERPERMUTATION_DIFFUSE;
1860                         if (VectorLength2(t->render_lightmap_specular) > 0)
1861                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1862                 }
1863                 else if (rsurface.uselightmaptexture)
1864                 {
1865                         // ordinary lightmapping (q1bsp, q3bsp)
1866                         mode = SHADERMODE_LIGHTMAP;
1867                 }
1868                 else
1869                 {
1870                         // ordinary vertex coloring (q3bsp)
1871                         mode = SHADERMODE_VERTEXCOLOR;
1872                 }
1873                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1874                 {
1875                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1876                         if (r_shadow_bouncegrid_state.directional)
1877                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1878                 }
1879                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1880                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1881                 // when using alphatocoverage, we don't need alphakill
1882                 if (vid.allowalphatocoverage)
1883                 {
1884                         if (r_transparent_alphatocoverage.integer)
1885                         {
1886                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1887                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1888                         }
1889                         else
1890                                 GL_AlphaToCoverage(false);
1891                 }
1892         }
1893         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1894                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1895         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1896                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1897         switch(vid.renderpath)
1898         {
1899         case RENDERPATH_GL32:
1900         case RENDERPATH_GLES2:
1901                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1902                 RSurf_UploadBuffersForBatch();
1903                 // this has to be after RSurf_PrepareVerticesForBatch
1904                 if (rsurface.batchskeletaltransform3x4buffer)
1905                         permutation |= SHADERPERMUTATION_SKELETAL;
1906                 R_SetupShader_SetPermutationGLSL(mode, permutation);
1907 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1908                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1909 #endif
1910                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1911                 if (mode == SHADERMODE_LIGHTSOURCE)
1912                 {
1913                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1914                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1915                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1916                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1917                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1918                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1919         
1920                         // additive passes are only darkened by fog, not tinted
1921                         if (r_glsl_permutation->loc_FogColor >= 0)
1922                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1923                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1924                 }
1925                 else
1926                 {
1927                         if (mode == SHADERMODE_FLATCOLOR)
1928                         {
1929                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1930                         }
1931                         else if (mode == SHADERMODE_LIGHTGRID)
1932                         {
1933                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1934                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1935                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1936                                 // other LightGrid uniforms handled below
1937                         }
1938                         else if (mode == SHADERMODE_LIGHTDIRECTION)
1939                         {
1940                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1941                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1942                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1943                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1944                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1945                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1946                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1947                         }
1948                         else
1949                         {
1950                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1951                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1952                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1953                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1954                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1955                         }
1956                         // additive passes are only darkened by fog, not tinted
1957                         if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1958                         {
1959                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1960                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1961                                 else
1962                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1963                         }
1964                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1965                         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]);
1966                         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]);
1967                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1968                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1969                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1970                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1971                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1972                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1973                 }
1974                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1975                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1976                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1977                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1978                 {
1979                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1980                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1981                 }
1982                 else
1983                 {
1984                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1985                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1986                 }
1987
1988                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1989                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1990                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1991                 if (r_glsl_permutation->loc_Color_Pants >= 0)
1992                 {
1993                         if (t->pantstexture)
1994                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1995                         else
1996                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1997                 }
1998                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1999                 {
2000                         if (t->shirttexture)
2001                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2002                         else
2003                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2004                 }
2005                 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]);
2006                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2007                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2008                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2009                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2010                                 r_glsl_offsetmapping_scale.value*t->offsetscale,
2011                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2012                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2013                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2014                         );
2015                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2016                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2017                 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]);
2018                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2019                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2020                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2021                 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2022                 {
2023                         float m9f[9];
2024                         Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2025                         Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2026                         qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2027                         Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2028                         Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2029                         m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2030                         m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2031                         m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2032                         qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2033                 }
2034
2035                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2036                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2037                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2038                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , t->nmaptexture                       );
2039                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , t->basetexture                       );
2040                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , t->glosstexture                      );
2041                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , t->glowtexture                       );
2042                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , t->backgroundnmaptexture             );
2043                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , t->backgroundbasetexture             );
2044                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , t->backgroundglosstexture            );
2045                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , t->backgroundglowtexture             );
2046                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , t->pantstexture                      );
2047                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , t->shirttexture                      );
2048                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , t->reflectmasktexture                );
2049                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2050                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2051                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2052                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2053                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2054                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2055                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2056                 {
2057                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2058                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2059                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2060                 }
2061                 else
2062                 {
2063                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2064                 }
2065                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2066                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2067                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2068                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2069                 {
2070                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2071                         if (rsurface.rtlight)
2072                         {
2073                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2074                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2075                         }
2076                 }
2077                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2078                 if (r_glsl_permutation->tex_Texture_LightGrid   >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2079                 CHECKGLERROR
2080                 break;
2081         }
2082 }
2083
2084 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2085 {
2086         // select a permutation of the lighting shader appropriate to this
2087         // combination of texture, entity, light source, and fogging, only use the
2088         // minimum features necessary to avoid wasting rendering time in the
2089         // fragment shader on features that are not being used
2090         uint64_t permutation = 0;
2091         unsigned int mode = 0;
2092         const float *lightcolorbase = rtlight->currentcolor;
2093         float ambientscale = rtlight->ambientscale;
2094         float diffusescale = rtlight->diffusescale;
2095         float specularscale = rtlight->specularscale;
2096         // this is the location of the light in view space
2097         vec3_t viewlightorigin;
2098         // this transforms from view space (camera) to light space (cubemap)
2099         matrix4x4_t viewtolight;
2100         matrix4x4_t lighttoview;
2101         float viewtolight16f[16];
2102         // light source
2103         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2104         if (rtlight->currentcubemap != r_texture_whitecube)
2105                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2106         if (diffusescale > 0)
2107                 permutation |= SHADERPERMUTATION_DIFFUSE;
2108         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2109                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2110         if (r_shadow_usingshadowmap2d)
2111         {
2112                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2113                 if (r_shadow_shadowmapvsdct)
2114                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2115
2116                 if (r_shadow_shadowmap2ddepthbuffer)
2117                         permutation |= SHADERPERMUTATION_DEPTHRGB;
2118         }
2119         if (vid.allowalphatocoverage)
2120                 GL_AlphaToCoverage(false);
2121         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2122         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2123         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2124         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2125         switch(vid.renderpath)
2126         {
2127         case RENDERPATH_GL32:
2128         case RENDERPATH_GLES2:
2129                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2130                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2131                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2132                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2133                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2134                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2135                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2136                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2137                 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);
2138                 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]);
2139                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2140
2141                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2142                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2143                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2144                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
2145                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2146                 break;
2147         }
2148 }
2149
2150 #define SKINFRAME_HASH 1024
2151
2152 typedef struct
2153 {
2154         unsigned int loadsequence; // incremented each level change
2155         memexpandablearray_t array;
2156         skinframe_t *hash[SKINFRAME_HASH];
2157 }
2158 r_skinframe_t;
2159 r_skinframe_t r_skinframe;
2160
2161 void R_SkinFrame_PrepareForPurge(void)
2162 {
2163         r_skinframe.loadsequence++;
2164         // wrap it without hitting zero
2165         if (r_skinframe.loadsequence >= 200)
2166                 r_skinframe.loadsequence = 1;
2167 }
2168
2169 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2170 {
2171         if (!skinframe)
2172                 return;
2173         // mark the skinframe as used for the purging code
2174         skinframe->loadsequence = r_skinframe.loadsequence;
2175 }
2176
2177 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2178 {
2179         if (s == NULL)
2180                 return;
2181         if (s->merged == s->base)
2182                 s->merged = NULL;
2183         R_PurgeTexture(s->stain); s->stain = NULL;
2184         R_PurgeTexture(s->merged); s->merged = NULL;
2185         R_PurgeTexture(s->base); s->base = NULL;
2186         R_PurgeTexture(s->pants); s->pants = NULL;
2187         R_PurgeTexture(s->shirt); s->shirt = NULL;
2188         R_PurgeTexture(s->nmap); s->nmap = NULL;
2189         R_PurgeTexture(s->gloss); s->gloss = NULL;
2190         R_PurgeTexture(s->glow); s->glow = NULL;
2191         R_PurgeTexture(s->fog); s->fog = NULL;
2192         R_PurgeTexture(s->reflect); s->reflect = NULL;
2193         s->loadsequence = 0;
2194 }
2195
2196 void R_SkinFrame_Purge(void)
2197 {
2198         int i;
2199         skinframe_t *s;
2200         for (i = 0;i < SKINFRAME_HASH;i++)
2201         {
2202                 for (s = r_skinframe.hash[i];s;s = s->next)
2203                 {
2204                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2205                                 R_SkinFrame_PurgeSkinFrame(s);
2206                 }
2207         }
2208 }
2209
2210 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2211         skinframe_t *item;
2212         char basename[MAX_QPATH];
2213
2214         Image_StripImageExtension(name, basename, sizeof(basename));
2215
2216         if( last == NULL ) {
2217                 int hashindex;
2218                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2219                 item = r_skinframe.hash[hashindex];
2220         } else {
2221                 item = last->next;
2222         }
2223
2224         // linearly search through the hash bucket
2225         for( ; item ; item = item->next ) {
2226                 if( !strcmp( item->basename, basename ) ) {
2227                         return item;
2228                 }
2229         }
2230         return NULL;
2231 }
2232
2233 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2234 {
2235         skinframe_t *item;
2236         int compareflags = textureflags & TEXF_IMPORTANTBITS;
2237         int hashindex;
2238         char basename[MAX_QPATH];
2239
2240         Image_StripImageExtension(name, basename, sizeof(basename));
2241
2242         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2243         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2244                 if (!strcmp(item->basename, basename) &&
2245                         item->textureflags == compareflags &&
2246                         item->comparewidth == comparewidth &&
2247                         item->compareheight == compareheight &&
2248                         item->comparecrc == comparecrc)
2249                         break;
2250
2251         if (!item)
2252         {
2253                 if (!add)
2254                         return NULL;
2255                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2256                 memset(item, 0, sizeof(*item));
2257                 strlcpy(item->basename, basename, sizeof(item->basename));
2258                 item->textureflags = compareflags;
2259                 item->comparewidth = comparewidth;
2260                 item->compareheight = compareheight;
2261                 item->comparecrc = comparecrc;
2262                 item->next = r_skinframe.hash[hashindex];
2263                 r_skinframe.hash[hashindex] = item;
2264         }
2265         else if (textureflags & TEXF_FORCE_RELOAD)
2266                 R_SkinFrame_PurgeSkinFrame(item);
2267
2268         R_SkinFrame_MarkUsed(item);
2269         return item;
2270 }
2271
2272 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2273         { \
2274                 unsigned long long avgcolor[5], wsum; \
2275                 int pix, comp, w; \
2276                 avgcolor[0] = 0; \
2277                 avgcolor[1] = 0; \
2278                 avgcolor[2] = 0; \
2279                 avgcolor[3] = 0; \
2280                 avgcolor[4] = 0; \
2281                 wsum = 0; \
2282                 for(pix = 0; pix < cnt; ++pix) \
2283                 { \
2284                         w = 0; \
2285                         for(comp = 0; comp < 3; ++comp) \
2286                                 w += getpixel; \
2287                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2288                         { \
2289                                 ++wsum; \
2290                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2291                                 w = getpixel; \
2292                                 for(comp = 0; comp < 3; ++comp) \
2293                                         avgcolor[comp] += getpixel * w; \
2294                                 avgcolor[3] += w; \
2295                         } \
2296                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2297                         avgcolor[4] += getpixel; \
2298                 } \
2299                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2300                         avgcolor[3] = 1; \
2301                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2302                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2303                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2304                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2305         }
2306
2307 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2308 {
2309         skinframe_t *skinframe;
2310
2311         if (cls.state == ca_dedicated)
2312                 return NULL;
2313
2314         // return an existing skinframe if already loaded
2315         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2316         if (skinframe && skinframe->base)
2317                 return skinframe;
2318
2319         // if the skinframe doesn't exist this will create it
2320         return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2321 }
2322
2323 extern cvar_t gl_picmip;
2324 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2325 {
2326         int j;
2327         unsigned char *pixels;
2328         unsigned char *bumppixels;
2329         unsigned char *basepixels = NULL;
2330         int basepixels_width = 0;
2331         int basepixels_height = 0;
2332         rtexture_t *ddsbase = NULL;
2333         qboolean ddshasalpha = false;
2334         float ddsavgcolor[4];
2335         char basename[MAX_QPATH];
2336         int miplevel = R_PicmipForFlags(textureflags);
2337         int savemiplevel = miplevel;
2338         int mymiplevel;
2339         char vabuf[1024];
2340
2341         if (cls.state == ca_dedicated)
2342                 return NULL;
2343
2344         Image_StripImageExtension(name, basename, sizeof(basename));
2345
2346         // check for DDS texture file first
2347         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2348         {
2349                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2350                 if (basepixels == NULL && fallbacknotexture)
2351                         basepixels = Image_GenerateNoTexture();
2352                 if (basepixels == NULL)
2353                         return NULL;
2354         }
2355
2356         // FIXME handle miplevel
2357
2358         if (developer_loading.integer)
2359                 Con_Printf("loading skin \"%s\"\n", name);
2360
2361         // we've got some pixels to store, so really allocate this new texture now
2362         if (!skinframe)
2363                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2364         textureflags &= ~TEXF_FORCE_RELOAD;
2365         skinframe->stain = NULL;
2366         skinframe->merged = NULL;
2367         skinframe->base = NULL;
2368         skinframe->pants = NULL;
2369         skinframe->shirt = NULL;
2370         skinframe->nmap = NULL;
2371         skinframe->gloss = NULL;
2372         skinframe->glow = NULL;
2373         skinframe->fog = NULL;
2374         skinframe->reflect = NULL;
2375         skinframe->hasalpha = false;
2376         // we could store the q2animname here too
2377
2378         if (ddsbase)
2379         {
2380                 skinframe->base = ddsbase;
2381                 skinframe->hasalpha = ddshasalpha;
2382                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2383                 if (r_loadfog && skinframe->hasalpha)
2384                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2385                 //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]);
2386         }
2387         else
2388         {
2389                 basepixels_width = image_width;
2390                 basepixels_height = image_height;
2391                 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);
2392                 if (textureflags & TEXF_ALPHA)
2393                 {
2394                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2395                         {
2396                                 if (basepixels[j] < 255)
2397                                 {
2398                                         skinframe->hasalpha = true;
2399                                         break;
2400                                 }
2401                         }
2402                         if (r_loadfog && skinframe->hasalpha)
2403                         {
2404                                 // has transparent pixels
2405                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2406                                 for (j = 0;j < image_width * image_height * 4;j += 4)
2407                                 {
2408                                         pixels[j+0] = 255;
2409                                         pixels[j+1] = 255;
2410                                         pixels[j+2] = 255;
2411                                         pixels[j+3] = basepixels[j+3];
2412                                 }
2413                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2414                                 Mem_Free(pixels);
2415                         }
2416                 }
2417                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2418 #ifndef USE_GLES2
2419                 //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]);
2420                 if (r_savedds && skinframe->base)
2421                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2422                 if (r_savedds && skinframe->fog)
2423                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2424 #endif
2425         }
2426
2427         if (r_loaddds)
2428         {
2429                 mymiplevel = savemiplevel;
2430                 if (r_loadnormalmap)
2431                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2432                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2433                 if (r_loadgloss)
2434                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2435                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2436                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2437                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2438         }
2439
2440         // _norm is the name used by tenebrae and has been adopted as standard
2441         if (r_loadnormalmap && skinframe->nmap == NULL)
2442         {
2443                 mymiplevel = savemiplevel;
2444                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2445                 {
2446                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2447                         Mem_Free(pixels);
2448                         pixels = NULL;
2449                 }
2450                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2451                 {
2452                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2453                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2454                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2455                         Mem_Free(pixels);
2456                         Mem_Free(bumppixels);
2457                 }
2458                 else if (r_shadow_bumpscale_basetexture.value > 0)
2459                 {
2460                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2461                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2462                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2463                         Mem_Free(pixels);
2464                 }
2465 #ifndef USE_GLES2
2466                 if (r_savedds && skinframe->nmap)
2467                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2468 #endif
2469         }
2470
2471         // _luma is supported only for tenebrae compatibility
2472         // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2473         // _glow is the preferred name
2474         mymiplevel = savemiplevel;
2475         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2476         {
2477                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2478 #ifndef USE_GLES2
2479                 if (r_savedds && skinframe->glow)
2480                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2481 #endif
2482                 Mem_Free(pixels);pixels = NULL;
2483         }
2484
2485         mymiplevel = savemiplevel;
2486         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2487         {
2488                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2489 #ifndef USE_GLES2
2490                 if (r_savedds && skinframe->gloss)
2491                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2492 #endif
2493                 Mem_Free(pixels);
2494                 pixels = NULL;
2495         }
2496
2497         mymiplevel = savemiplevel;
2498         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2499         {
2500                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2501 #ifndef USE_GLES2
2502                 if (r_savedds && skinframe->pants)
2503                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2504 #endif
2505                 Mem_Free(pixels);
2506                 pixels = NULL;
2507         }
2508
2509         mymiplevel = savemiplevel;
2510         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2511         {
2512                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2513 #ifndef USE_GLES2
2514                 if (r_savedds && skinframe->shirt)
2515                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2516 #endif
2517                 Mem_Free(pixels);
2518                 pixels = NULL;
2519         }
2520
2521         mymiplevel = savemiplevel;
2522         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2523         {
2524                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2525 #ifndef USE_GLES2
2526                 if (r_savedds && skinframe->reflect)
2527                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2528 #endif
2529                 Mem_Free(pixels);
2530                 pixels = NULL;
2531         }
2532
2533         if (basepixels)
2534                 Mem_Free(basepixels);
2535
2536         return skinframe;
2537 }
2538
2539 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2540 {
2541         int i;
2542         skinframe_t *skinframe;
2543         char vabuf[1024];
2544
2545         if (cls.state == ca_dedicated)
2546                 return NULL;
2547
2548         // if already loaded just return it, otherwise make a new skinframe
2549         skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2550         if (skinframe->base)
2551                 return skinframe;
2552         textureflags &= ~TEXF_FORCE_RELOAD;
2553
2554         skinframe->stain = NULL;
2555         skinframe->merged = NULL;
2556         skinframe->base = NULL;
2557         skinframe->pants = NULL;
2558         skinframe->shirt = NULL;
2559         skinframe->nmap = NULL;
2560         skinframe->gloss = NULL;
2561         skinframe->glow = NULL;
2562         skinframe->fog = NULL;
2563         skinframe->reflect = NULL;
2564         skinframe->hasalpha = false;
2565
2566         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2567         if (!skindata)
2568                 return NULL;
2569
2570         if (developer_loading.integer)
2571                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2572
2573         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2574         {
2575                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2576                 unsigned char *b = a + width * height * 4;
2577                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2578                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2579                 Mem_Free(a);
2580         }
2581         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2582         if (textureflags & TEXF_ALPHA)
2583         {
2584                 for (i = 3;i < width * height * 4;i += 4)
2585                 {
2586                         if (skindata[i] < 255)
2587                         {
2588                                 skinframe->hasalpha = true;
2589                                 break;
2590                         }
2591                 }
2592                 if (r_loadfog && skinframe->hasalpha)
2593                 {
2594                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2595                         memcpy(fogpixels, skindata, width * height * 4);
2596                         for (i = 0;i < width * height * 4;i += 4)
2597                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2598                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2599                         Mem_Free(fogpixels);
2600                 }
2601         }
2602
2603         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2604         //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]);
2605
2606         return skinframe;
2607 }
2608
2609 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2610 {
2611         int i;
2612         int featuresmask;
2613         skinframe_t *skinframe;
2614
2615         if (cls.state == ca_dedicated)
2616                 return NULL;
2617
2618         // if already loaded just return it, otherwise make a new skinframe
2619         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2620         if (skinframe->base)
2621                 return skinframe;
2622         //textureflags &= ~TEXF_FORCE_RELOAD;
2623
2624         skinframe->stain = NULL;
2625         skinframe->merged = NULL;
2626         skinframe->base = NULL;
2627         skinframe->pants = NULL;
2628         skinframe->shirt = NULL;
2629         skinframe->nmap = NULL;
2630         skinframe->gloss = NULL;
2631         skinframe->glow = NULL;
2632         skinframe->fog = NULL;
2633         skinframe->reflect = NULL;
2634         skinframe->hasalpha = false;
2635
2636         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2637         if (!skindata)
2638                 return NULL;
2639
2640         if (developer_loading.integer)
2641                 Con_Printf("loading quake skin \"%s\"\n", name);
2642
2643         // 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)
2644         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2645         memcpy(skinframe->qpixels, skindata, width*height);
2646         skinframe->qwidth = width;
2647         skinframe->qheight = height;
2648
2649         featuresmask = 0;
2650         for (i = 0;i < width * height;i++)
2651                 featuresmask |= palette_featureflags[skindata[i]];
2652
2653         skinframe->hasalpha = false;
2654         // fence textures
2655         if (name[0] == '{')
2656                 skinframe->hasalpha = true;
2657         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2658         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2659         skinframe->qgeneratemerged = true;
2660         skinframe->qgeneratebase = skinframe->qhascolormapping;
2661         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2662
2663         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2664         //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]);
2665
2666         return skinframe;
2667 }
2668
2669 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2670 {
2671         int width;
2672         int height;
2673         unsigned char *skindata;
2674         char vabuf[1024];
2675
2676         if (!skinframe->qpixels)
2677                 return;
2678
2679         if (!skinframe->qhascolormapping)
2680                 colormapped = false;
2681
2682         if (colormapped)
2683         {
2684                 if (!skinframe->qgeneratebase)
2685                         return;
2686         }
2687         else
2688         {
2689                 if (!skinframe->qgeneratemerged)
2690                         return;
2691         }
2692
2693         width = skinframe->qwidth;
2694         height = skinframe->qheight;
2695         skindata = skinframe->qpixels;
2696
2697         if (skinframe->qgeneratenmap)
2698         {
2699                 unsigned char *a, *b;
2700                 skinframe->qgeneratenmap = false;
2701                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2702                 b = a + width * height * 4;
2703                 // use either a custom palette or the quake palette
2704                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2705                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2706                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2707                 Mem_Free(a);
2708         }
2709
2710         if (skinframe->qgenerateglow)
2711         {
2712                 skinframe->qgenerateglow = false;
2713                 if (skinframe->hasalpha) // fence textures
2714                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2715                 else
2716                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2717         }
2718
2719         if (colormapped)
2720         {
2721                 skinframe->qgeneratebase = false;
2722                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2723                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2724                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2725         }
2726         else
2727         {
2728                 skinframe->qgeneratemerged = false;
2729                 if (skinframe->hasalpha) // fence textures
2730                         skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2731                 else
2732                         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);
2733         }
2734
2735         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2736         {
2737                 Mem_Free(skinframe->qpixels);
2738                 skinframe->qpixels = NULL;
2739         }
2740 }
2741
2742 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)
2743 {
2744         int i;
2745         skinframe_t *skinframe;
2746         char vabuf[1024];
2747
2748         if (cls.state == ca_dedicated)
2749                 return NULL;
2750
2751         // if already loaded just return it, otherwise make a new skinframe
2752         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2753         if (skinframe->base)
2754                 return skinframe;
2755         textureflags &= ~TEXF_FORCE_RELOAD;
2756
2757         skinframe->stain = NULL;
2758         skinframe->merged = NULL;
2759         skinframe->base = NULL;
2760         skinframe->pants = NULL;
2761         skinframe->shirt = NULL;
2762         skinframe->nmap = NULL;
2763         skinframe->gloss = NULL;
2764         skinframe->glow = NULL;
2765         skinframe->fog = NULL;
2766         skinframe->reflect = NULL;
2767         skinframe->hasalpha = false;
2768
2769         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2770         if (!skindata)
2771                 return NULL;
2772
2773         if (developer_loading.integer)
2774                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2775
2776         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2777         if ((textureflags & TEXF_ALPHA) && alphapalette)
2778         {
2779                 for (i = 0;i < width * height;i++)
2780                 {
2781                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2782                         {
2783                                 skinframe->hasalpha = true;
2784                                 break;
2785                         }
2786                 }
2787                 if (r_loadfog && skinframe->hasalpha)
2788                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2789         }
2790
2791         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2792         //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]);
2793
2794         return skinframe;
2795 }
2796
2797 skinframe_t *R_SkinFrame_LoadMissing(void)
2798 {
2799         skinframe_t *skinframe;
2800
2801         if (cls.state == ca_dedicated)
2802                 return NULL;
2803
2804         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2805         skinframe->stain = NULL;
2806         skinframe->merged = NULL;
2807         skinframe->base = NULL;
2808         skinframe->pants = NULL;
2809         skinframe->shirt = NULL;
2810         skinframe->nmap = NULL;
2811         skinframe->gloss = NULL;
2812         skinframe->glow = NULL;
2813         skinframe->fog = NULL;
2814         skinframe->reflect = NULL;
2815         skinframe->hasalpha = false;
2816
2817         skinframe->avgcolor[0] = rand() / RAND_MAX;
2818         skinframe->avgcolor[1] = rand() / RAND_MAX;
2819         skinframe->avgcolor[2] = rand() / RAND_MAX;
2820         skinframe->avgcolor[3] = 1;
2821
2822         return skinframe;
2823 }
2824
2825 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2826 {
2827         if (cls.state == ca_dedicated)
2828                 return NULL;
2829
2830         return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2831 }
2832
2833 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2834 {
2835         skinframe_t *skinframe;
2836         if (cls.state == ca_dedicated)
2837                 return NULL;
2838         // if already loaded just return it, otherwise make a new skinframe
2839         skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2840         if (skinframe->base)
2841                 return skinframe;
2842         textureflags &= ~TEXF_FORCE_RELOAD;
2843         skinframe->stain = NULL;
2844         skinframe->merged = NULL;
2845         skinframe->base = NULL;
2846         skinframe->pants = NULL;
2847         skinframe->shirt = NULL;
2848         skinframe->nmap = NULL;
2849         skinframe->gloss = NULL;
2850         skinframe->glow = NULL;
2851         skinframe->fog = NULL;
2852         skinframe->reflect = NULL;
2853         skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2854         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2855         if (!tex)
2856                 return NULL;
2857         if (developer_loading.integer)
2858                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2859         skinframe->base = skinframe->merged = tex;
2860         Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2861         return skinframe;
2862 }
2863
2864 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2865 typedef struct suffixinfo_s
2866 {
2867         const char *suffix;
2868         qboolean flipx, flipy, flipdiagonal;
2869 }
2870 suffixinfo_t;
2871 static suffixinfo_t suffix[3][6] =
2872 {
2873         {
2874                 {"px",   false, false, false},
2875                 {"nx",   false, false, false},
2876                 {"py",   false, false, false},
2877                 {"ny",   false, false, false},
2878                 {"pz",   false, false, false},
2879                 {"nz",   false, false, false}
2880         },
2881         {
2882                 {"posx", false, false, false},
2883                 {"negx", false, false, false},
2884                 {"posy", false, false, false},
2885                 {"negy", false, false, false},
2886                 {"posz", false, false, false},
2887                 {"negz", false, false, false}
2888         },
2889         {
2890                 {"rt",    true, false,  true},
2891                 {"lf",   false,  true,  true},
2892                 {"ft",    true,  true, false},
2893                 {"bk",   false, false, false},
2894                 {"up",    true, false,  true},
2895                 {"dn",    true, false,  true}
2896         }
2897 };
2898
2899 static int componentorder[4] = {0, 1, 2, 3};
2900
2901 static rtexture_t *R_LoadCubemap(const char *basename)
2902 {
2903         int i, j, cubemapsize, forcefilter;
2904         unsigned char *cubemappixels, *image_buffer;
2905         rtexture_t *cubemaptexture;
2906         char name[256];
2907
2908         // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2909         forcefilter = TEXF_FORCELINEAR;
2910         if (basename && basename[0] == '!')
2911         {
2912                 basename++;
2913                 forcefilter = TEXF_FORCENEAREST;
2914         }
2915         // must start 0 so the first loadimagepixels has no requested width/height
2916         cubemapsize = 0;
2917         cubemappixels = NULL;
2918         cubemaptexture = NULL;
2919         // keep trying different suffix groups (posx, px, rt) until one loads
2920         for (j = 0;j < 3 && !cubemappixels;j++)
2921         {
2922                 // load the 6 images in the suffix group
2923                 for (i = 0;i < 6;i++)
2924                 {
2925                         // generate an image name based on the base and and suffix
2926                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2927                         // load it
2928                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2929                         {
2930                                 // an image loaded, make sure width and height are equal
2931                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2932                                 {
2933                                         // if this is the first image to load successfully, allocate the cubemap memory
2934                                         if (!cubemappixels && image_width >= 1)
2935                                         {
2936                                                 cubemapsize = image_width;
2937                                                 // note this clears to black, so unavailable sides are black
2938                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2939                                         }
2940                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2941                                         if (cubemappixels)
2942                                                 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);
2943                                 }
2944                                 else
2945                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2946                                 // free the image
2947                                 Mem_Free(image_buffer);
2948                         }
2949                 }
2950         }
2951         // if a cubemap loaded, upload it
2952         if (cubemappixels)
2953         {
2954                 if (developer_loading.integer)
2955                         Con_Printf("loading cubemap \"%s\"\n", basename);
2956
2957                 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) | forcefilter | TEXF_CLAMP, -1, NULL);
2958                 Mem_Free(cubemappixels);
2959         }
2960         else
2961         {
2962                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2963                 if (developer_loading.integer)
2964                 {
2965                         Con_Printf("(tried tried images ");
2966                         for (j = 0;j < 3;j++)
2967                                 for (i = 0;i < 6;i++)
2968                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2969                         Con_Print(" and was unable to find any of them).\n");
2970                 }
2971         }
2972         return cubemaptexture;
2973 }
2974
2975 rtexture_t *R_GetCubemap(const char *basename)
2976 {
2977         int i;
2978         for (i = 0;i < r_texture_numcubemaps;i++)
2979                 if (r_texture_cubemaps[i] != NULL)
2980                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2981                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2982         if (i >= MAX_CUBEMAPS || !r_main_mempool)
2983                 return r_texture_whitecube;
2984         r_texture_numcubemaps++;
2985         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2986         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2987         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2988         return r_texture_cubemaps[i]->texture;
2989 }
2990
2991 static void R_Main_FreeViewCache(void)
2992 {
2993         if (r_refdef.viewcache.entityvisible)
2994                 Mem_Free(r_refdef.viewcache.entityvisible);
2995         if (r_refdef.viewcache.world_pvsbits)
2996                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2997         if (r_refdef.viewcache.world_leafvisible)
2998                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2999         if (r_refdef.viewcache.world_surfacevisible)
3000                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3001         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3002 }
3003
3004 static void R_Main_ResizeViewCache(void)
3005 {
3006         int numentities = r_refdef.scene.numentities;
3007         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3008         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3009         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3010         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3011         if (r_refdef.viewcache.maxentities < numentities)
3012         {
3013                 r_refdef.viewcache.maxentities = numentities;
3014                 if (r_refdef.viewcache.entityvisible)
3015                         Mem_Free(r_refdef.viewcache.entityvisible);
3016                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3017         }
3018         if (r_refdef.viewcache.world_numclusters != numclusters)
3019         {
3020                 r_refdef.viewcache.world_numclusters = numclusters;
3021                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3022                 if (r_refdef.viewcache.world_pvsbits)
3023                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3024                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3025         }
3026         if (r_refdef.viewcache.world_numleafs != numleafs)
3027         {
3028                 r_refdef.viewcache.world_numleafs = numleafs;
3029                 if (r_refdef.viewcache.world_leafvisible)
3030                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3031                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3032         }
3033         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3034         {
3035                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3036                 if (r_refdef.viewcache.world_surfacevisible)
3037                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3038                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3039         }
3040 }
3041
3042 extern rtexture_t *loadingscreentexture;
3043 static void gl_main_start(void)
3044 {
3045         loadingscreentexture = NULL;
3046         r_texture_blanknormalmap = NULL;
3047         r_texture_white = NULL;
3048         r_texture_grey128 = NULL;
3049         r_texture_black = NULL;
3050         r_texture_whitecube = NULL;
3051         r_texture_normalizationcube = NULL;
3052         r_texture_fogattenuation = NULL;
3053         r_texture_fogheighttexture = NULL;
3054         r_texture_gammaramps = NULL;
3055         r_texture_numcubemaps = 0;
3056         r_uniformbufferalignment = 32;
3057
3058         r_loaddds = r_texture_dds_load.integer != 0;
3059         r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3060
3061         switch(vid.renderpath)
3062         {
3063         case RENDERPATH_GL32:
3064         case RENDERPATH_GLES2:
3065                 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3066                 Cvar_SetValueQuick(&gl_combine, 1);
3067                 Cvar_SetValueQuick(&r_glsl, 1);
3068                 r_loadnormalmap = true;
3069                 r_loadgloss = true;
3070                 r_loadfog = false;
3071 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3072                 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3073 #endif
3074                 break;
3075         }
3076
3077         R_AnimCache_Free();
3078         R_FrameData_Reset();
3079         R_BufferData_Reset();
3080
3081         r_numqueries = 0;
3082         r_maxqueries = 0;
3083         memset(r_queries, 0, sizeof(r_queries));
3084
3085         r_qwskincache = NULL;
3086         r_qwskincache_size = 0;
3087
3088         // due to caching of texture_t references, the collision cache must be reset
3089         Collision_Cache_Reset(true);
3090
3091         // set up r_skinframe loading system for textures
3092         memset(&r_skinframe, 0, sizeof(r_skinframe));
3093         r_skinframe.loadsequence = 1;
3094         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3095
3096         r_main_texturepool = R_AllocTexturePool();
3097         R_BuildBlankTextures();
3098         R_BuildNoTexture();
3099         R_BuildWhiteCube();
3100         R_BuildNormalizationCube();
3101         r_texture_fogattenuation = NULL;
3102         r_texture_fogheighttexture = NULL;
3103         r_texture_gammaramps = NULL;
3104         //r_texture_fogintensity = NULL;
3105         memset(&r_fb, 0, sizeof(r_fb));
3106         Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3107         r_glsl_permutation = NULL;
3108         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3109         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3110         memset(&r_svbsp, 0, sizeof (r_svbsp));
3111
3112         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3113         r_texture_numcubemaps = 0;
3114
3115         r_refdef.fogmasktable_density = 0;
3116
3117 #ifdef __ANDROID__
3118         // For Steelstorm Android
3119         // FIXME CACHE the program and reload
3120         // FIXME see possible combinations for SS:BR android
3121         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3122         R_SetupShader_SetPermutationGLSL(0, 12);
3123         R_SetupShader_SetPermutationGLSL(0, 13);
3124         R_SetupShader_SetPermutationGLSL(0, 8388621);
3125         R_SetupShader_SetPermutationGLSL(3, 0);
3126         R_SetupShader_SetPermutationGLSL(3, 2048);
3127         R_SetupShader_SetPermutationGLSL(5, 0);
3128         R_SetupShader_SetPermutationGLSL(5, 2);
3129         R_SetupShader_SetPermutationGLSL(5, 2048);
3130         R_SetupShader_SetPermutationGLSL(5, 8388608);
3131         R_SetupShader_SetPermutationGLSL(11, 1);
3132         R_SetupShader_SetPermutationGLSL(11, 2049);
3133         R_SetupShader_SetPermutationGLSL(11, 8193);
3134         R_SetupShader_SetPermutationGLSL(11, 10241);
3135         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3136 #endif
3137 }
3138
3139 extern unsigned int r_shadow_occlusion_buf;
3140
3141 static void gl_main_shutdown(void)
3142 {
3143         R_RenderTarget_FreeUnused(true);
3144         Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3145         R_AnimCache_Free();
3146         R_FrameData_Reset();
3147         R_BufferData_Reset();
3148
3149         R_Main_FreeViewCache();
3150
3151         switch(vid.renderpath)
3152         {
3153         case RENDERPATH_GL32:
3154         case RENDERPATH_GLES2:
3155 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3156                 if (r_maxqueries)
3157                         qglDeleteQueries(r_maxqueries, r_queries);
3158 #endif
3159                 break;
3160         }
3161         r_shadow_occlusion_buf = 0;
3162         r_numqueries = 0;
3163         r_maxqueries = 0;
3164         memset(r_queries, 0, sizeof(r_queries));
3165
3166         r_qwskincache = NULL;
3167         r_qwskincache_size = 0;
3168
3169         // clear out the r_skinframe state
3170         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3171         memset(&r_skinframe, 0, sizeof(r_skinframe));
3172
3173         if (r_svbsp.nodes)
3174                 Mem_Free(r_svbsp.nodes);
3175         memset(&r_svbsp, 0, sizeof (r_svbsp));
3176         R_FreeTexturePool(&r_main_texturepool);
3177         loadingscreentexture = NULL;
3178         r_texture_blanknormalmap = NULL;
3179         r_texture_white = NULL;
3180         r_texture_grey128 = NULL;
3181         r_texture_black = NULL;
3182         r_texture_whitecube = NULL;
3183         r_texture_normalizationcube = NULL;
3184         r_texture_fogattenuation = NULL;
3185         r_texture_fogheighttexture = NULL;
3186         r_texture_gammaramps = NULL;
3187         r_texture_numcubemaps = 0;
3188         //r_texture_fogintensity = NULL;
3189         memset(&r_fb, 0, sizeof(r_fb));
3190         R_GLSL_Restart_f(&cmd_client);
3191
3192         r_glsl_permutation = NULL;
3193         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3194         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3195 }
3196
3197 static void gl_main_newmap(void)
3198 {
3199         // FIXME: move this code to client
3200         char *entities, entname[MAX_QPATH];
3201         if (r_qwskincache)
3202                 Mem_Free(r_qwskincache);
3203         r_qwskincache = NULL;
3204         r_qwskincache_size = 0;
3205         if (cl.worldmodel)
3206         {
3207                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3208                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3209                 {
3210                         CL_ParseEntityLump(entities);
3211                         Mem_Free(entities);
3212                         return;
3213                 }
3214                 if (cl.worldmodel->brush.entities)
3215                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3216         }
3217         R_Main_FreeViewCache();
3218
3219         R_FrameData_Reset();
3220         R_BufferData_Reset();
3221 }
3222
3223 void GL_Main_Init(void)
3224 {
3225         int i;
3226         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3227         R_InitShaderModeInfo();
3228
3229         Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3230         Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3231         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3232         if (gamemode == GAME_NEHAHRA)
3233         {
3234                 Cvar_RegisterVariable (&gl_fogenable);
3235                 Cvar_RegisterVariable (&gl_fogdensity);
3236                 Cvar_RegisterVariable (&gl_fogred);
3237                 Cvar_RegisterVariable (&gl_foggreen);
3238                 Cvar_RegisterVariable (&gl_fogblue);
3239                 Cvar_RegisterVariable (&gl_fogstart);
3240                 Cvar_RegisterVariable (&gl_fogend);
3241                 Cvar_RegisterVariable (&gl_skyclip);
3242         }
3243         Cvar_RegisterVariable(&r_motionblur);
3244         Cvar_RegisterVariable(&r_damageblur);
3245         Cvar_RegisterVariable(&r_motionblur_averaging);
3246         Cvar_RegisterVariable(&r_motionblur_randomize);
3247         Cvar_RegisterVariable(&r_motionblur_minblur);
3248         Cvar_RegisterVariable(&r_motionblur_maxblur);
3249         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3250         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3251         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3252         Cvar_RegisterVariable(&r_motionblur_mousefactor);
3253         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3254         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3255         Cvar_RegisterVariable(&r_depthfirst);
3256         Cvar_RegisterVariable(&r_useinfinitefarclip);
3257         Cvar_RegisterVariable(&r_farclip_base);
3258         Cvar_RegisterVariable(&r_farclip_world);
3259         Cvar_RegisterVariable(&r_nearclip);
3260         Cvar_RegisterVariable(&r_deformvertexes);
3261         Cvar_RegisterVariable(&r_transparent);
3262         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3263         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3264         Cvar_RegisterVariable(&r_transparent_useplanardistance);
3265         Cvar_RegisterVariable(&r_showoverdraw);
3266         Cvar_RegisterVariable(&r_showbboxes);
3267         Cvar_RegisterVariable(&r_showbboxes_client);
3268         Cvar_RegisterVariable(&r_showsurfaces);
3269         Cvar_RegisterVariable(&r_showtris);
3270         Cvar_RegisterVariable(&r_shownormals);
3271         Cvar_RegisterVariable(&r_showlighting);
3272         Cvar_RegisterVariable(&r_showcollisionbrushes);
3273         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3274         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3275         Cvar_RegisterVariable(&r_showdisabledepthtest);
3276         Cvar_RegisterVariable(&r_showspriteedges);
3277         Cvar_RegisterVariable(&r_showparticleedges);
3278         Cvar_RegisterVariable(&r_drawportals);
3279         Cvar_RegisterVariable(&r_drawentities);
3280         Cvar_RegisterVariable(&r_draw2d);
3281         Cvar_RegisterVariable(&r_drawworld);
3282         Cvar_RegisterVariable(&r_cullentities_trace);
3283         Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3284         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3285         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3286         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3287         Cvar_RegisterVariable(&r_cullentities_trace_expand);
3288         Cvar_RegisterVariable(&r_cullentities_trace_pad);
3289         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3290         Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3291         Cvar_RegisterVariable(&r_sortentities);
3292         Cvar_RegisterVariable(&r_drawviewmodel);
3293         Cvar_RegisterVariable(&r_drawexteriormodel);
3294         Cvar_RegisterVariable(&r_speeds);
3295         Cvar_RegisterVariable(&r_fullbrights);
3296         Cvar_RegisterVariable(&r_wateralpha);
3297         Cvar_RegisterVariable(&r_dynamic);
3298         Cvar_RegisterVariable(&r_fullbright_directed);
3299         Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3300         Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3301         Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3302         Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3303         Cvar_RegisterVariable(&r_fullbright);
3304         Cvar_RegisterVariable(&r_shadows);
3305         Cvar_RegisterVariable(&r_shadows_darken);
3306         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3307         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3308         Cvar_RegisterVariable(&r_shadows_throwdistance);
3309         Cvar_RegisterVariable(&r_shadows_throwdirection);
3310         Cvar_RegisterVariable(&r_shadows_focus);
3311         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3312         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3313         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3314         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3315         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3316         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3317         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3318         Cvar_RegisterVariable(&r_fog_exp2);
3319         Cvar_RegisterVariable(&r_fog_clear);
3320         Cvar_RegisterVariable(&r_drawfog);
3321         Cvar_RegisterVariable(&r_transparentdepthmasking);
3322         Cvar_RegisterVariable(&r_transparent_sortmindist);
3323         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3324         Cvar_RegisterVariable(&r_transparent_sortarraysize);
3325         Cvar_RegisterVariable(&r_texture_dds_load);
3326         Cvar_RegisterVariable(&r_texture_dds_save);
3327         Cvar_RegisterVariable(&r_textureunits);
3328         Cvar_RegisterVariable(&gl_combine);
3329         Cvar_RegisterVariable(&r_usedepthtextures);
3330         Cvar_RegisterVariable(&r_viewfbo);
3331         Cvar_RegisterVariable(&r_rendertarget_debug);
3332         Cvar_RegisterVariable(&r_viewscale);
3333         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3334         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3335         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3336         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3337         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3338         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3339         Cvar_RegisterVariable(&r_glsl);
3340         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3341         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3342         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3343         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3344         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3345         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3346         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3347         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3348         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3349         Cvar_RegisterVariable(&r_glsl_postprocess);
3350         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3351         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3352         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3353         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3354         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3355         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3356         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3357         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3358         Cvar_RegisterVariable(&r_celshading);
3359         Cvar_RegisterVariable(&r_celoutlines);
3360
3361         Cvar_RegisterVariable(&r_water);
3362         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3363         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3364         Cvar_RegisterVariable(&r_water_clippingplanebias);
3365         Cvar_RegisterVariable(&r_water_refractdistort);
3366         Cvar_RegisterVariable(&r_water_reflectdistort);
3367         Cvar_RegisterVariable(&r_water_scissormode);
3368         Cvar_RegisterVariable(&r_water_lowquality);
3369         Cvar_RegisterVariable(&r_water_hideplayer);
3370
3371         Cvar_RegisterVariable(&r_lerpsprites);
3372         Cvar_RegisterVariable(&r_lerpmodels);
3373         Cvar_RegisterVariable(&r_nolerp_list);
3374         Cvar_RegisterVariable(&r_lerplightstyles);
3375         Cvar_RegisterVariable(&r_waterscroll);
3376         Cvar_RegisterVariable(&r_bloom);
3377         Cvar_RegisterVariable(&r_colorfringe);
3378         Cvar_RegisterVariable(&r_bloom_colorscale);
3379         Cvar_RegisterVariable(&r_bloom_brighten);
3380         Cvar_RegisterVariable(&r_bloom_blur);
3381         Cvar_RegisterVariable(&r_bloom_resolution);
3382         Cvar_RegisterVariable(&r_bloom_colorexponent);
3383         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3384         Cvar_RegisterVariable(&r_bloom_scenebrightness);
3385         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3386         Cvar_RegisterVariable(&r_hdr_glowintensity);
3387         Cvar_RegisterVariable(&r_hdr_irisadaptation);
3388         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3389         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3390         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3391         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3392         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3393         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3394         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3395         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3396         Cvar_RegisterVariable(&developer_texturelogging);
3397         Cvar_RegisterVariable(&gl_lightmaps);
3398         Cvar_RegisterVariable(&r_test);
3399         Cvar_RegisterVariable(&r_batch_multidraw);
3400         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3401         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3402         Cvar_RegisterVariable(&r_glsl_skeletal);
3403         Cvar_RegisterVariable(&r_glsl_saturation);
3404         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3405         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3406         Cvar_RegisterVariable(&r_framedatasize);
3407         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3408                 Cvar_RegisterVariable(&r_buffermegs[i]);
3409         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3410         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3411                 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3412 #ifdef DP_MOBILETOUCH
3413         // GLES devices have terrible depth precision in general, so...
3414         Cvar_SetValueQuick(&r_nearclip, 4);
3415         Cvar_SetValueQuick(&r_farclip_base, 4096);
3416         Cvar_SetValueQuick(&r_farclip_world, 0);
3417         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3418 #endif
3419         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3420 }
3421
3422 void Render_Init(void)
3423 {
3424         gl_backend_init();
3425         R_Textures_Init();
3426         GL_Main_Init();
3427         Font_Init();
3428         GL_Draw_Init();
3429         R_Shadow_Init();
3430         R_Sky_Init();
3431         GL_Surf_Init();
3432         Sbar_Init();
3433         R_Particles_Init();
3434         R_Explosion_Init();
3435         R_LightningBeams_Init();
3436         Mod_RenderInit();
3437 }
3438
3439 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3440 {
3441         int i;
3442         mplane_t *p;
3443         if (r_trippy.integer)
3444                 return false;
3445         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3446         {
3447                 p = r_refdef.view.frustum + i;
3448                 switch(p->signbits)
3449                 {
3450                 default:
3451                 case 0:
3452                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3453                                 return true;
3454                         break;
3455                 case 1:
3456                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3457                                 return true;
3458                         break;
3459                 case 2:
3460                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3461                                 return true;
3462                         break;
3463                 case 3:
3464                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3465                                 return true;
3466                         break;
3467                 case 4:
3468                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3469                                 return true;
3470                         break;
3471                 case 5:
3472                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3473                                 return true;
3474                         break;
3475                 case 6:
3476                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3477                                 return true;
3478                         break;
3479                 case 7:
3480                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3481                                 return true;
3482                         break;
3483                 }
3484         }
3485         return false;
3486 }
3487
3488 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3489 {
3490         int i;
3491         const mplane_t *p;
3492         if (r_trippy.integer)
3493                 return false;
3494         for (i = 0;i < numplanes;i++)
3495         {
3496                 p = planes + i;
3497                 switch(p->signbits)
3498                 {
3499                 default:
3500                 case 0:
3501                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3502                                 return true;
3503                         break;
3504                 case 1:
3505                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3506                                 return true;
3507                         break;
3508                 case 2:
3509                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3510                                 return true;
3511                         break;
3512                 case 3:
3513                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3514                                 return true;
3515                         break;
3516                 case 4:
3517                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3518                                 return true;
3519                         break;
3520                 case 5:
3521                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3522                                 return true;
3523                         break;
3524                 case 6:
3525                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3526                                 return true;
3527                         break;
3528                 case 7:
3529                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3530                                 return true;
3531                         break;
3532                 }
3533         }
3534         return false;
3535 }
3536
3537 //==================================================================================
3538
3539 // LadyHavoc: this stores temporary data used within the same frame
3540
3541 typedef struct r_framedata_mem_s
3542 {
3543         struct r_framedata_mem_s *purge; // older mem block to free on next frame
3544         size_t size; // how much usable space
3545         size_t current; // how much space in use
3546         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3547         size_t wantedsize; // how much space was allocated
3548         unsigned char *data; // start of real data (16byte aligned)
3549 }
3550 r_framedata_mem_t;
3551
3552 static r_framedata_mem_t *r_framedata_mem;
3553
3554 void R_FrameData_Reset(void)
3555 {
3556         while (r_framedata_mem)
3557         {
3558                 r_framedata_mem_t *next = r_framedata_mem->purge;
3559                 Mem_Free(r_framedata_mem);
3560                 r_framedata_mem = next;
3561         }
3562 }
3563
3564 static void R_FrameData_Resize(qboolean mustgrow)
3565 {
3566         size_t wantedsize;
3567         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3568         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3569         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3570         {
3571                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3572                 newmem->wantedsize = wantedsize;
3573                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3574                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3575                 newmem->current = 0;
3576                 newmem->mark = 0;
3577                 newmem->purge = r_framedata_mem;
3578                 r_framedata_mem = newmem;
3579         }
3580 }
3581
3582 void R_FrameData_NewFrame(void)
3583 {
3584         R_FrameData_Resize(false);
3585         if (!r_framedata_mem)
3586                 return;
3587         // if we ran out of space on the last frame, free the old memory now
3588         while (r_framedata_mem->purge)
3589         {
3590                 // repeatedly remove the second item in the list, leaving only head
3591                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3592                 Mem_Free(r_framedata_mem->purge);
3593                 r_framedata_mem->purge = next;
3594         }
3595         // reset the current mem pointer
3596         r_framedata_mem->current = 0;
3597         r_framedata_mem->mark = 0;
3598 }
3599
3600 void *R_FrameData_Alloc(size_t size)
3601 {
3602         void *data;
3603         float newvalue;
3604
3605         // align to 16 byte boundary - the data pointer is already aligned, so we
3606         // only need to ensure the size of every allocation is also aligned
3607         size = (size + 15) & ~15;
3608
3609         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3610         {
3611                 // emergency - we ran out of space, allocate more memory
3612                 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3613                 newvalue = r_framedatasize.value * 2.0f;
3614                 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3615                 if (sizeof(size_t) >= 8)
3616                         newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3617                 else
3618                         newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3619                 // this might not be a growing it, but we'll allocate another buffer every time
3620                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3621                 R_FrameData_Resize(true);
3622         }
3623
3624         data = r_framedata_mem->data + r_framedata_mem->current;
3625         r_framedata_mem->current += size;
3626
3627         // count the usage for stats
3628         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3629         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3630
3631         return (void *)data;
3632 }
3633
3634 void *R_FrameData_Store(size_t size, void *data)
3635 {
3636         void *d = R_FrameData_Alloc(size);
3637         if (d && data)
3638                 memcpy(d, data, size);
3639         return d;
3640 }
3641
3642 void R_FrameData_SetMark(void)
3643 {
3644         if (!r_framedata_mem)
3645                 return;
3646         r_framedata_mem->mark = r_framedata_mem->current;
3647 }
3648
3649 void R_FrameData_ReturnToMark(void)
3650 {
3651         if (!r_framedata_mem)
3652                 return;
3653         r_framedata_mem->current = r_framedata_mem->mark;
3654 }
3655
3656 //==================================================================================
3657
3658 // avoid reusing the same buffer objects on consecutive frames
3659 #define R_BUFFERDATA_CYCLE 3
3660
3661 typedef struct r_bufferdata_buffer_s
3662 {
3663         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3664         size_t size; // how much usable space
3665         size_t current; // how much space in use
3666         r_meshbuffer_t *buffer; // the buffer itself
3667 }
3668 r_bufferdata_buffer_t;
3669
3670 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3671 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3672
3673 /// frees all dynamic buffers
3674 void R_BufferData_Reset(void)
3675 {
3676         int cycle, type;
3677         r_bufferdata_buffer_t **p, *mem;
3678         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3679         {
3680                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3681                 {
3682                         // free all buffers
3683                         p = &r_bufferdata_buffer[cycle][type];
3684                         while (*p)
3685                         {
3686                                 mem = *p;
3687                                 *p = (*p)->purge;
3688                                 if (mem->buffer)
3689                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3690                                 Mem_Free(mem);
3691                         }
3692                 }
3693         }
3694 }
3695
3696 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3697 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3698 {
3699         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3700         size_t size;
3701         float newvalue = r_buffermegs[type].value;
3702
3703         // increase the cvar if we have to (but only if we already have a mem)
3704         if (mustgrow && mem)
3705                 newvalue *= 2.0f;
3706         newvalue = bound(0.25f, newvalue, 256.0f);
3707         while (newvalue * 1024*1024 < minsize)
3708                 newvalue *= 2.0f;
3709
3710         // clamp the cvar to valid range
3711         newvalue = bound(0.25f, newvalue, 256.0f);
3712         if (r_buffermegs[type].value != newvalue)
3713                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3714
3715         // calculate size in bytes
3716         size = (size_t)(newvalue * 1024*1024);
3717         size = bound(131072, size, 256*1024*1024);
3718
3719         // allocate a new buffer if the size is different (purge old one later)
3720         // or if we were told we must grow the buffer
3721         if (!mem || mem->size != size || mustgrow)
3722         {
3723                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3724                 mem->size = size;
3725                 mem->current = 0;
3726                 if (type == R_BUFFERDATA_VERTEX)
3727                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3728                 else if (type == R_BUFFERDATA_INDEX16)
3729                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3730                 else if (type == R_BUFFERDATA_INDEX32)
3731                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3732                 else if (type == R_BUFFERDATA_UNIFORM)
3733                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3734                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3735                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3736         }
3737 }
3738
3739 void R_BufferData_NewFrame(void)
3740 {
3741         int type;
3742         r_bufferdata_buffer_t **p, *mem;
3743         // cycle to the next frame's buffers
3744         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3745         // if we ran out of space on the last time we used these buffers, free the old memory now
3746         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3747         {
3748                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3749                 {
3750                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3751                         // free all but the head buffer, this is how we recycle obsolete
3752                         // buffers after they are no longer in use
3753                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3754                         while (*p)
3755                         {
3756                                 mem = *p;
3757                                 *p = (*p)->purge;
3758                                 if (mem->buffer)
3759                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3760                                 Mem_Free(mem);
3761                         }
3762                         // reset the current offset
3763                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3764                 }
3765         }
3766 }
3767
3768 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3769 {
3770         r_bufferdata_buffer_t *mem;
3771         int offset = 0;
3772         int padsize;
3773
3774         *returnbufferoffset = 0;
3775
3776         // align size to a byte boundary appropriate for the buffer type, this
3777         // makes all allocations have aligned start offsets
3778         if (type == R_BUFFERDATA_UNIFORM)
3779                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3780         else
3781                 padsize = (datasize + 15) & ~15;
3782
3783         // if we ran out of space in this buffer we must allocate a new one
3784         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3785                 R_BufferData_Resize(type, true, padsize);
3786
3787         // if the resize did not give us enough memory, fail
3788         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3789                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3790
3791         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3792         offset = (int)mem->current;
3793         mem->current += padsize;
3794
3795         // upload the data to the buffer at the chosen offset
3796         if (offset == 0)
3797                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3798         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3799
3800         // count the usage for stats
3801         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3802         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3803
3804         // return the buffer offset
3805         *returnbufferoffset = offset;
3806
3807         return mem->buffer;
3808 }
3809
3810 //==================================================================================
3811
3812 // LadyHavoc: animcache originally written by Echon, rewritten since then
3813
3814 /**
3815  * Animation cache prevents re-generating mesh data for an animated model
3816  * multiple times in one frame for lighting, shadowing, reflections, etc.
3817  */
3818
3819 void R_AnimCache_Free(void)
3820 {
3821 }
3822
3823 void R_AnimCache_ClearCache(void)
3824 {
3825         int i;
3826         entity_render_t *ent;
3827
3828         for (i = 0;i < r_refdef.scene.numentities;i++)
3829         {
3830                 ent = r_refdef.scene.entities[i];
3831                 ent->animcache_vertex3f = NULL;
3832                 ent->animcache_vertex3f_vertexbuffer = NULL;
3833                 ent->animcache_vertex3f_bufferoffset = 0;
3834                 ent->animcache_normal3f = NULL;
3835                 ent->animcache_normal3f_vertexbuffer = NULL;
3836                 ent->animcache_normal3f_bufferoffset = 0;
3837                 ent->animcache_svector3f = NULL;
3838                 ent->animcache_svector3f_vertexbuffer = NULL;
3839                 ent->animcache_svector3f_bufferoffset = 0;
3840                 ent->animcache_tvector3f = NULL;
3841                 ent->animcache_tvector3f_vertexbuffer = NULL;
3842                 ent->animcache_tvector3f_bufferoffset = 0;
3843                 ent->animcache_skeletaltransform3x4 = NULL;
3844                 ent->animcache_skeletaltransform3x4buffer = NULL;
3845                 ent->animcache_skeletaltransform3x4offset = 0;
3846                 ent->animcache_skeletaltransform3x4size = 0;
3847         }
3848 }
3849
3850 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3851 {
3852         dp_model_t *model = ent->model;
3853         int numvertices;
3854
3855         // see if this ent is worth caching
3856         if (!model || !model->Draw || !model->AnimateVertices)
3857                 return false;
3858         // nothing to cache if it contains no animations and has no skeleton
3859         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3860                 return false;
3861         // see if it is already cached for gpuskeletal
3862         if (ent->animcache_skeletaltransform3x4)
3863                 return false;
3864         // see if it is already cached as a mesh
3865         if (ent->animcache_vertex3f)
3866         {
3867                 // check if we need to add normals or tangents
3868                 if (ent->animcache_normal3f)
3869                         wantnormals = false;
3870                 if (ent->animcache_svector3f)
3871                         wanttangents = false;
3872                 if (!wantnormals && !wanttangents)
3873                         return false;
3874         }
3875
3876         // check which kind of cache we need to generate
3877         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3878         {
3879                 // cache the skeleton so the vertex shader can use it
3880                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3881                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3882                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3883                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3884                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
3885                 // note: this can fail if the buffer is at the grow limit
3886                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3887                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3888         }
3889         else if (ent->animcache_vertex3f)
3890         {
3891                 // mesh was already cached but we may need to add normals/tangents
3892                 // (this only happens with multiple views, reflections, cameras, etc)
3893                 if (wantnormals || wanttangents)
3894                 {
3895                         numvertices = model->surfmesh.num_vertices;
3896                         if (wantnormals)
3897                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3898                         if (wanttangents)
3899                         {
3900                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3901                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3902                         }
3903                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3904                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3905                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3906                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3907                 }
3908         }
3909         else
3910         {
3911                 // generate mesh cache
3912                 numvertices = model->surfmesh.num_vertices;
3913                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3914                 if (wantnormals)
3915                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3916                 if (wanttangents)
3917                 {
3918                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3919                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3920                 }
3921                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3922                 if (wantnormals || wanttangents)
3923                 {
3924                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3925                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3926                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3927                 }
3928                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3929                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3930                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3931         }
3932         return true;
3933 }
3934
3935 void R_AnimCache_CacheVisibleEntities(void)
3936 {
3937         int i;
3938
3939         // TODO: thread this
3940         // NOTE: R_PrepareRTLights() also caches entities
3941
3942         for (i = 0;i < r_refdef.scene.numentities;i++)
3943                 if (r_refdef.viewcache.entityvisible[i])
3944                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3945 }
3946
3947 //==================================================================================
3948
3949 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3950 {
3951         long unsigned int i;
3952         int j;
3953         vec3_t eyemins, eyemaxs;
3954         vec3_t boxmins, boxmaxs;
3955         vec3_t padmins, padmaxs;
3956         vec3_t start;
3957         vec3_t end;
3958         dp_model_t *model = r_refdef.scene.worldmodel;
3959         static vec3_t positions[] = {
3960                 { 0.5f, 0.5f, 0.5f },
3961                 { 0.0f, 0.0f, 0.0f },
3962                 { 0.0f, 0.0f, 1.0f },
3963                 { 0.0f, 1.0f, 0.0f },
3964                 { 0.0f, 1.0f, 1.0f },
3965                 { 1.0f, 0.0f, 0.0f },
3966                 { 1.0f, 0.0f, 1.0f },
3967                 { 1.0f, 1.0f, 0.0f },
3968                 { 1.0f, 1.0f, 1.0f },
3969         };
3970
3971         // sample count can be set to -1 to skip this logic, for flicker-prone objects
3972         if (numsamples < 0)
3973                 return true;
3974
3975         // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3976         if (!r_refdef.view.usevieworiginculling)
3977                 return true;
3978
3979         if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3980                 return true;
3981
3982         // expand the eye box a little
3983         eyemins[0] = eye[0] - eyejitter;
3984         eyemaxs[0] = eye[0] + eyejitter;
3985         eyemins[1] = eye[1] - eyejitter;
3986         eyemaxs[1] = eye[1] + eyejitter;
3987         eyemins[2] = eye[2] - eyejitter;
3988         eyemaxs[2] = eye[2] + eyejitter;
3989         // expand the box a little
3990         boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3991         boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3992         boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3993         boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3994         boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3995         boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3996         // make an even larger box for the acceptable area
3997         padmins[0] = boxmins[0] - pad;
3998         padmaxs[0] = boxmaxs[0] + pad;
3999         padmins[1] = boxmins[1] - pad;
4000         padmaxs[1] = boxmaxs[1] + pad;
4001         padmins[2] = boxmins[2] - pad;
4002         padmaxs[2] = boxmaxs[2] + pad;
4003
4004         // return true if eye overlaps enlarged box
4005         if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4006                 return true;
4007
4008         // try specific positions in the box first - note that these can be cached
4009         if (r_cullentities_trace_entityocclusion.integer)
4010         {
4011                 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4012                 {
4013                         trace_t trace;
4014                         VectorCopy(eye, start);
4015                         end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4016                         end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4017                         end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4018                         //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4019                         trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4020                         // not picky - if the trace ended anywhere in the box we're good
4021                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4022                                 return true;
4023                 }
4024         }
4025         else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4026                 return true;
4027
4028         // try various random positions
4029         for (j = 0; j < numsamples; j++)
4030         {
4031                 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4032                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4033                 if (r_cullentities_trace_entityocclusion.integer)
4034                 {
4035                         trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4036                         // not picky - if the trace ended anywhere in the box we're good
4037                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4038                                 return true;
4039                 }
4040                 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4041                         return true;
4042         }
4043
4044         return false;
4045 }
4046
4047
4048 static void R_View_UpdateEntityVisible (void)
4049 {
4050         int i;
4051         int renderimask;
4052         int samples;
4053         entity_render_t *ent;
4054
4055         if (r_refdef.envmap || r_fb.water.hideplayer)
4056                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4057         else if (chase_active.integer || r_fb.water.renderingscene)
4058                 renderimask = RENDER_VIEWMODEL;
4059         else
4060                 renderimask = RENDER_EXTERIORMODEL;
4061         if (!r_drawviewmodel.integer)
4062                 renderimask |= RENDER_VIEWMODEL;
4063         if (!r_drawexteriormodel.integer)
4064                 renderimask |= RENDER_EXTERIORMODEL;
4065         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4066         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4067         {
4068                 // worldmodel can check visibility
4069                 for (i = 0;i < r_refdef.scene.numentities;i++)
4070                 {
4071                         ent = r_refdef.scene.entities[i];
4072                         if (!(ent->flags & renderimask))
4073                         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)))
4074                         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))
4075                                 r_refdef.viewcache.entityvisible[i] = true;
4076                 }
4077         }
4078         else
4079         {
4080                 // no worldmodel or it can't check visibility
4081                 for (i = 0;i < r_refdef.scene.numentities;i++)
4082                 {
4083                         ent = r_refdef.scene.entities[i];
4084                         if (!(ent->flags & renderimask))
4085                         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)))
4086                                 r_refdef.viewcache.entityvisible[i] = true;
4087                 }
4088         }
4089         if (r_cullentities_trace.integer)
4090         {
4091                 for (i = 0;i < r_refdef.scene.numentities;i++)
4092                 {
4093                         if (!r_refdef.viewcache.entityvisible[i])
4094                                 continue;
4095                         ent = r_refdef.scene.entities[i];
4096                         if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4097                         {
4098                                 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4099                                 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4100                                         ent->last_trace_visibility = host.realtime;
4101                                 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4102                                         r_refdef.viewcache.entityvisible[i] = 0;
4103                         }
4104                 }
4105         }
4106 }
4107
4108 /// only used if skyrendermasked, and normally returns false
4109 static int R_DrawBrushModelsSky (void)
4110 {
4111         int i, sky;
4112         entity_render_t *ent;
4113
4114         sky = false;
4115         for (i = 0;i < r_refdef.scene.numentities;i++)
4116         {
4117                 if (!r_refdef.viewcache.entityvisible[i])
4118                         continue;
4119                 ent = r_refdef.scene.entities[i];
4120                 if (!ent->model || !ent->model->DrawSky)
4121                         continue;
4122                 ent->model->DrawSky(ent);
4123                 sky = true;
4124         }
4125         return sky;
4126 }
4127
4128 static void R_DrawNoModel(entity_render_t *ent);
4129 static void R_DrawModels(void)
4130 {
4131         int i;
4132         entity_render_t *ent;
4133
4134         for (i = 0;i < r_refdef.scene.numentities;i++)
4135         {
4136                 if (!r_refdef.viewcache.entityvisible[i])
4137                         continue;
4138                 ent = r_refdef.scene.entities[i];
4139                 r_refdef.stats[r_stat_entities]++;
4140                 /*
4141                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4142                 {
4143                         vec3_t f, l, u, o;
4144                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4145                         Con_Printf("R_DrawModels\n");
4146                         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]);
4147                         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);
4148                         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);
4149                 }
4150                 */
4151                 if (ent->model && ent->model->Draw != NULL)
4152                         ent->model->Draw(ent);
4153                 else
4154                         R_DrawNoModel(ent);
4155         }
4156 }
4157
4158 static void R_DrawModelsDepth(void)
4159 {
4160         int i;
4161         entity_render_t *ent;
4162
4163         for (i = 0;i < r_refdef.scene.numentities;i++)
4164         {
4165                 if (!r_refdef.viewcache.entityvisible[i])
4166                         continue;
4167                 ent = r_refdef.scene.entities[i];
4168                 if (ent->model && ent->model->DrawDepth != NULL)
4169                         ent->model->DrawDepth(ent);
4170         }
4171 }
4172
4173 static void R_DrawModelsDebug(void)
4174 {
4175         int i;
4176         entity_render_t *ent;
4177
4178         for (i = 0;i < r_refdef.scene.numentities;i++)
4179         {
4180                 if (!r_refdef.viewcache.entityvisible[i])
4181                         continue;
4182                 ent = r_refdef.scene.entities[i];
4183                 if (ent->model && ent->model->DrawDebug != NULL)
4184                         ent->model->DrawDebug(ent);
4185         }
4186 }
4187
4188 static void R_DrawModelsAddWaterPlanes(void)
4189 {
4190         int i;
4191         entity_render_t *ent;
4192
4193         for (i = 0;i < r_refdef.scene.numentities;i++)
4194         {
4195                 if (!r_refdef.viewcache.entityvisible[i])
4196                         continue;
4197                 ent = r_refdef.scene.entities[i];
4198                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4199                         ent->model->DrawAddWaterPlanes(ent);
4200         }
4201 }
4202
4203 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}};
4204
4205 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4206 {
4207         if (r_hdr_irisadaptation.integer)
4208         {
4209                 vec3_t p;
4210                 vec3_t ambient;
4211                 vec3_t diffuse;
4212                 vec3_t diffusenormal;
4213                 vec3_t forward;
4214                 vec_t brightness = 0.0f;
4215                 vec_t goal;
4216                 vec_t current;
4217                 vec_t d;
4218                 int c;
4219                 VectorCopy(r_refdef.view.forward, forward);
4220                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4221                 {
4222                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4223                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4224                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4225                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4226                         d = DotProduct(forward, diffusenormal);
4227                         brightness += VectorLength(ambient);
4228                         if (d > 0)
4229                                 brightness += d * VectorLength(diffuse);
4230                 }
4231                 brightness *= 1.0f / c;
4232                 brightness += 0.00001f; // make sure it's never zero
4233                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4234                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4235                 current = r_hdr_irisadaptation_value.value;
4236                 if (current < goal)
4237                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4238                 else if (current > goal)
4239                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4240                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4241                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4242         }
4243         else if (r_hdr_irisadaptation_value.value != 1.0f)
4244                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4245 }
4246
4247 extern cvar_t r_lockvisibility;
4248 extern cvar_t r_lockpvs;
4249
4250 static void R_View_SetFrustum(const int *scissor)
4251 {
4252         int i;
4253         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4254         vec3_t forward, left, up, origin, v;
4255         if(r_lockvisibility.integer || r_lockpvs.integer)
4256                 return;
4257         if(scissor)
4258         {
4259                 // flipped x coordinates (because x points left here)
4260                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4261                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4262                 // non-flipped y coordinates
4263                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4264                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4265         }
4266
4267         // we can't trust r_refdef.view.forward and friends in reflected scenes
4268         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4269
4270 #if 0
4271         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4272         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4273         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4274         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4275         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4276         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4277         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4278         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4279         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4280         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4281         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4282         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4283 #endif
4284
4285 #if 0
4286         zNear = r_refdef.nearclip;
4287         nudge = 1.0 - 1.0 / (1<<23);
4288         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4289         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4290         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4291         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4292         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4293         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4294         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4295         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4296 #endif
4297
4298
4299
4300 #if 0
4301         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4302         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4303         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4304         r_refdef.view.frustum[0].dist = m[15] - m[12];
4305
4306         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4307         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4308         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4309         r_refdef.view.frustum[1].dist = m[15] + m[12];
4310
4311         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4312         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4313         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4314         r_refdef.view.frustum[2].dist = m[15] - m[13];
4315
4316         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4317         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4318         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4319         r_refdef.view.frustum[3].dist = m[15] + m[13];
4320
4321         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4322         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4323         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4324         r_refdef.view.frustum[4].dist = m[15] - m[14];
4325
4326         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4327         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4328         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4329         r_refdef.view.frustum[5].dist = m[15] + m[14];
4330 #endif
4331
4332         if (r_refdef.view.useperspective)
4333         {
4334                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4335                 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]);
4336                 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]);
4337                 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]);
4338                 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]);
4339
4340                 // then the normals from the corners relative to origin
4341                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4342                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4343                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4344                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4345
4346                 // in a NORMAL view, forward cross left == up
4347                 // in a REFLECTED view, forward cross left == down
4348                 // so our cross products above need to be adjusted for a left handed coordinate system
4349                 CrossProduct(forward, left, v);
4350                 if(DotProduct(v, up) < 0)
4351                 {
4352                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4353                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4354                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4355                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4356                 }
4357
4358                 // Leaving those out was a mistake, those were in the old code, and they
4359                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4360                 // I couldn't reproduce it after adding those normalizations. --blub
4361                 VectorNormalize(r_refdef.view.frustum[0].normal);
4362                 VectorNormalize(r_refdef.view.frustum[1].normal);
4363                 VectorNormalize(r_refdef.view.frustum[2].normal);
4364                 VectorNormalize(r_refdef.view.frustum[3].normal);
4365
4366                 // make the corners absolute
4367                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4368                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4369                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4370                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4371
4372                 // one more normal
4373                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4374
4375                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4376                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4377                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4378                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4379                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4380         }
4381         else
4382         {
4383                 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4384                 VectorScale(left,  1.0f, r_refdef.view.frustum[1].normal);
4385                 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4386                 VectorScale(up,  1.0f, r_refdef.view.frustum[3].normal);
4387                 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4388                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4389                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4390                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4391                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4392                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4393         }
4394         r_refdef.view.numfrustumplanes = 5;
4395
4396         if (r_refdef.view.useclipplane)
4397         {
4398                 r_refdef.view.numfrustumplanes = 6;
4399                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4400         }
4401
4402         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4403                 PlaneClassify(r_refdef.view.frustum + i);
4404
4405         // LadyHavoc: note to all quake engine coders, Quake had a special case
4406         // for 90 degrees which assumed a square view (wrong), so I removed it,
4407         // Quake2 has it disabled as well.
4408
4409         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4410         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4411         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4412         //PlaneClassify(&frustum[0]);
4413
4414         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4415         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4416         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4417         //PlaneClassify(&frustum[1]);
4418
4419         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4420         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4421         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4422         //PlaneClassify(&frustum[2]);
4423
4424         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4425         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4426         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4427         //PlaneClassify(&frustum[3]);
4428
4429         // nearclip plane
4430         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4431         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4432         //PlaneClassify(&frustum[4]);
4433 }
4434
4435 static void R_View_UpdateWithScissor(const int *myscissor)
4436 {
4437         R_Main_ResizeViewCache();
4438         R_View_SetFrustum(myscissor);
4439         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4440         R_View_UpdateEntityVisible();
4441 }
4442
4443 static void R_View_Update(void)
4444 {
4445         R_Main_ResizeViewCache();
4446         R_View_SetFrustum(NULL);
4447         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4448         R_View_UpdateEntityVisible();
4449 }
4450
4451 float viewscalefpsadjusted = 1.0f;
4452
4453 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4454 {
4455         const float *customclipplane = NULL;
4456         float plane[4];
4457         int /*rtwidth,*/ rtheight;
4458         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4459         {
4460                 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4461                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4462                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4463                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4464                         dist = r_refdef.view.clipplane.dist;
4465                 plane[0] = r_refdef.view.clipplane.normal[0];
4466                 plane[1] = r_refdef.view.clipplane.normal[1];
4467                 plane[2] = r_refdef.view.clipplane.normal[2];
4468                 plane[3] = -dist;
4469                 customclipplane = plane;
4470         }
4471
4472         //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4473         rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4474
4475         if (!r_refdef.view.useperspective)
4476                 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4477         else if (vid.stencil && r_useinfinitefarclip.integer)
4478                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4479         else
4480                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4481         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4482         R_SetViewport(&r_refdef.view.viewport);
4483 }
4484
4485 void R_EntityMatrix(const matrix4x4_t *matrix)
4486 {
4487         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4488         {
4489                 gl_modelmatrixchanged = false;
4490                 gl_modelmatrix = *matrix;
4491                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4492                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4493                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4494                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4495                 CHECKGLERROR
4496                 switch(vid.renderpath)
4497                 {
4498                 case RENDERPATH_GL32:
4499                 case RENDERPATH_GLES2:
4500                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4501                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4502                         break;
4503                 }
4504         }
4505 }
4506
4507 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4508 {
4509         r_viewport_t viewport;
4510
4511         CHECKGLERROR
4512
4513         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4514         R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4515         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4516         R_SetViewport(&viewport);
4517         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4518         GL_Color(1, 1, 1, 1);
4519         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4520         GL_BlendFunc(GL_ONE, GL_ZERO);
4521         GL_ScissorTest(false);
4522         GL_DepthMask(false);
4523         GL_DepthRange(0, 1);
4524         GL_DepthTest(false);
4525         GL_DepthFunc(GL_LEQUAL);
4526         R_EntityMatrix(&identitymatrix);
4527         R_Mesh_ResetTextureState();
4528         GL_PolygonOffset(0, 0);
4529         switch(vid.renderpath)
4530         {
4531         case RENDERPATH_GL32:
4532         case RENDERPATH_GLES2:
4533                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4534                 break;
4535         }
4536         GL_CullFace(GL_NONE);
4537
4538         CHECKGLERROR
4539 }
4540
4541 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4542 {
4543         R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4544 }
4545
4546 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4547 {
4548         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4549         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4550         GL_Color(1, 1, 1, 1);
4551         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4552         GL_BlendFunc(GL_ONE, GL_ZERO);
4553         GL_ScissorTest(true);
4554         GL_DepthMask(true);
4555         GL_DepthRange(0, 1);
4556         GL_DepthTest(true);
4557         GL_DepthFunc(GL_LEQUAL);
4558         R_EntityMatrix(&identitymatrix);
4559         R_Mesh_ResetTextureState();
4560         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4561         switch(vid.renderpath)
4562         {
4563         case RENDERPATH_GL32:
4564         case RENDERPATH_GLES2:
4565                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4566                 break;
4567         }
4568         GL_CullFace(r_refdef.view.cullface_back);
4569 }
4570
4571 /*
4572 ================
4573 R_RenderView_UpdateViewVectors
4574 ================
4575 */
4576 void R_RenderView_UpdateViewVectors(void)
4577 {
4578         // break apart the view matrix into vectors for various purposes
4579         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4580         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4581         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4582         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4583         // make an inverted copy of the view matrix for tracking sprites
4584         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4585 }
4586
4587 void R_RenderTarget_FreeUnused(qboolean force)
4588 {
4589         unsigned int i, j, end;
4590         end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4591         for (i = 0; i < end; i++)
4592         {
4593                 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4594                 // free resources for rendertargets that have not been used for a while
4595                 // (note: this check is run after the frame render, so any targets used
4596                 // this frame will not be affected even at low framerates)
4597                 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4598                 {
4599                         if (r->fbo)
4600                                 R_Mesh_DestroyFramebufferObject(r->fbo);
4601                         for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4602                                 if (r->colortexture[j])
4603                                         R_FreeTexture(r->colortexture[j]);
4604                         if (r->depthtexture)
4605                                 R_FreeTexture(r->depthtexture);
4606                         Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4607                 }
4608         }
4609 }
4610
4611 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4612 {
4613         float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4614         x1 = x * iw;
4615         x2 = (x + w) * iw;
4616         y1 = (th - y) * ih;
4617         y2 = (th - y - h) * ih;
4618         texcoord2f[0] = x1;
4619         texcoord2f[2] = x2;
4620         texcoord2f[4] = x2;
4621         texcoord2f[6] = x1;
4622         texcoord2f[1] = y1;
4623         texcoord2f[3] = y1;
4624         texcoord2f[5] = y2;
4625         texcoord2f[7] = y2;
4626 }
4627
4628 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4629 {
4630         unsigned int i, j, end;
4631         r_rendertarget_t *r = NULL;
4632         char vabuf[256];
4633         // first try to reuse an existing slot if possible
4634         end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4635         for (i = 0; i < end; i++)
4636         {
4637                 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4638                 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4639                         break;
4640         }
4641         if (i == end)
4642         {
4643                 // no unused exact match found, so we have to make one in the first unused slot
4644                 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4645                 r->texturewidth = texturewidth;
4646                 r->textureheight = textureheight;
4647                 r->colortextype[0] = colortextype0;
4648                 r->colortextype[1] = colortextype1;
4649                 r->colortextype[2] = colortextype2;
4650                 r->colortextype[3] = colortextype3;
4651                 r->depthtextype = depthtextype;
4652                 r->depthisrenderbuffer = depthisrenderbuffer;
4653                 for (j = 0; j < 4; j++)
4654                         if (r->colortextype[j])
4655                                 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4656                 if (r->depthtextype)
4657                 {
4658                         if (r->depthisrenderbuffer)
4659                                 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4660                         else
4661                                 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4662                 }
4663                 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4664         }
4665         r_refdef.stats[r_stat_rendertargets_used]++;
4666         r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4667         r->lastusetime = host.realtime;
4668         R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4669         return r;
4670 }
4671
4672 static void R_Water_StartFrame(int viewwidth, int viewheight)
4673 {
4674         int waterwidth, waterheight;
4675
4676         if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4677                 return;
4678
4679         // set waterwidth and waterheight to the water resolution that will be
4680         // used (often less than the screen resolution for faster rendering)
4681         waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4682         waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4683
4684         if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4685                 waterwidth = waterheight = 0;
4686
4687         // set up variables that will be used in shader setup
4688         r_fb.water.waterwidth = waterwidth;
4689         r_fb.water.waterheight = waterheight;
4690         r_fb.water.texturewidth = waterwidth;
4691         r_fb.water.textureheight = waterheight;
4692         r_fb.water.camerawidth = waterwidth;
4693         r_fb.water.cameraheight = waterheight;
4694         r_fb.water.screenscale[0] = 0.5f;
4695         r_fb.water.screenscale[1] = 0.5f;
4696         r_fb.water.screencenter[0] = 0.5f;
4697         r_fb.water.screencenter[1] = 0.5f;
4698         r_fb.water.enabled = waterwidth != 0;
4699
4700         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4701         r_fb.water.numwaterplanes = 0;
4702 }
4703
4704 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4705 {
4706         int planeindex, bestplaneindex, vertexindex;
4707         vec3_t mins, maxs, normal, center, v, n;
4708         vec_t planescore, bestplanescore;
4709         mplane_t plane;
4710         r_waterstate_waterplane_t *p;
4711         texture_t *t = R_GetCurrentTexture(surface->texture);
4712
4713         rsurface.texture = t;
4714         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4715         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4716         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4717                 return;
4718         // average the vertex normals, find the surface bounds (after deformvertexes)
4719         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4720         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4721         VectorCopy(n, normal);
4722         VectorCopy(v, mins);
4723         VectorCopy(v, maxs);
4724         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4725         {
4726                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4727                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4728                 VectorAdd(normal, n, normal);
4729                 mins[0] = min(mins[0], v[0]);
4730                 mins[1] = min(mins[1], v[1]);
4731                 mins[2] = min(mins[2], v[2]);
4732                 maxs[0] = max(maxs[0], v[0]);
4733                 maxs[1] = max(maxs[1], v[1]);
4734                 maxs[2] = max(maxs[2], v[2]);
4735         }
4736         VectorNormalize(normal);
4737         VectorMAM(0.5f, mins, 0.5f, maxs, center);
4738
4739         VectorCopy(normal, plane.normal);
4740         VectorNormalize(plane.normal);
4741         plane.dist = DotProduct(center, plane.normal);
4742         PlaneClassify(&plane);
4743         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4744         {
4745                 // skip backfaces (except if nocullface is set)
4746 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4747 //                      return;
4748                 VectorNegate(plane.normal, plane.normal);
4749                 plane.dist *= -1;
4750                 PlaneClassify(&plane);
4751         }
4752
4753
4754         // find a matching plane if there is one
4755         bestplaneindex = -1;
4756         bestplanescore = 1048576.0f;
4757         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4758         {
4759                 if(p->camera_entity == t->camera_entity)
4760                 {
4761                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4762                         if (bestplaneindex < 0 || bestplanescore > planescore)
4763                         {
4764                                 bestplaneindex = planeindex;
4765                                 bestplanescore = planescore;
4766                         }
4767                 }
4768         }
4769         planeindex = bestplaneindex;
4770
4771         // if this surface does not fit any known plane rendered this frame, add one
4772         if (planeindex < 0 || bestplanescore > 0.001f)
4773         {
4774                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4775                 {
4776                         // store the new plane
4777                         planeindex = r_fb.water.numwaterplanes++;
4778                         p = r_fb.water.waterplanes + planeindex;
4779                         p->plane = plane;
4780                         // clear materialflags and pvs
4781                         p->materialflags = 0;
4782                         p->pvsvalid = false;
4783                         p->camera_entity = t->camera_entity;
4784                         VectorCopy(mins, p->mins);
4785                         VectorCopy(maxs, p->maxs);
4786                 }
4787                 else
4788                 {
4789                         // We're totally screwed.
4790                         return;
4791                 }
4792         }
4793         else
4794         {
4795                 // merge mins/maxs when we're adding this surface to the plane
4796                 p = r_fb.water.waterplanes + planeindex;
4797                 p->mins[0] = min(p->mins[0], mins[0]);
4798                 p->mins[1] = min(p->mins[1], mins[1]);
4799                 p->mins[2] = min(p->mins[2], mins[2]);
4800                 p->maxs[0] = max(p->maxs[0], maxs[0]);
4801                 p->maxs[1] = max(p->maxs[1], maxs[1]);
4802                 p->maxs[2] = max(p->maxs[2], maxs[2]);
4803         }
4804         // merge this surface's materialflags into the waterplane
4805         p->materialflags |= t->currentmaterialflags;
4806         if(!(p->materialflags & MATERIALFLAG_CAMERA))
4807         {
4808                 // merge this surface's PVS into the waterplane
4809                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4810                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4811                 {
4812                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4813                         p->pvsvalid = true;
4814                 }
4815         }
4816 }
4817
4818 extern cvar_t r_drawparticles;
4819 extern cvar_t r_drawdecals;
4820
4821 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4822 {
4823         int myscissor[4];
4824         r_refdef_view_t originalview;
4825         r_refdef_view_t myview;
4826         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;
4827         r_waterstate_waterplane_t *p;
4828         vec3_t visorigin;
4829         r_rendertarget_t *rt;
4830
4831         originalview = r_refdef.view;
4832
4833         // lowquality hack, temporarily shut down some cvars and restore afterwards
4834         qualityreduction = r_water_lowquality.integer;
4835         if (qualityreduction > 0)
4836         {
4837                 if (qualityreduction >= 1)
4838                 {
4839                         old_r_shadows = r_shadows.integer;
4840                         old_r_worldrtlight = r_shadow_realtime_world.integer;
4841                         old_r_dlight = r_shadow_realtime_dlight.integer;
4842                         Cvar_SetValueQuick(&r_shadows, 0);
4843                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4844                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4845                 }
4846                 if (qualityreduction >= 2)
4847                 {
4848                         old_r_dynamic = r_dynamic.integer;
4849                         old_r_particles = r_drawparticles.integer;
4850                         old_r_decals = r_drawdecals.integer;
4851                         Cvar_SetValueQuick(&r_dynamic, 0);
4852                         Cvar_SetValueQuick(&r_drawparticles, 0);
4853                         Cvar_SetValueQuick(&r_drawdecals, 0);
4854                 }
4855         }
4856
4857         for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4858         {
4859                 p->rt_reflection = NULL;
4860                 p->rt_refraction = NULL;
4861                 p->rt_camera = NULL;
4862         }
4863
4864         // render views
4865         r_refdef.view = originalview;
4866         r_refdef.view.showdebug = false;
4867         r_refdef.view.width = r_fb.water.waterwidth;
4868         r_refdef.view.height = r_fb.water.waterheight;
4869         r_refdef.view.useclipplane = true;
4870         myview = r_refdef.view;
4871         r_fb.water.renderingscene = true;
4872         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4873         {
4874                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4875                         continue;
4876
4877                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4878                 {
4879                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4880                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4881                                 goto error;
4882                         r_refdef.view = myview;
4883                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4884                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4885                         if(r_water_scissormode.integer)
4886                         {
4887                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4888                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4889                                 {
4890                                         p->rt_reflection = NULL;
4891                                         p->rt_refraction = NULL;
4892                                         p->rt_camera = NULL;
4893                                         continue;
4894                                 }
4895                         }
4896
4897                         r_refdef.view.clipplane = p->plane;
4898                         // reflected view origin may be in solid, so don't cull with it
4899                         r_refdef.view.usevieworiginculling = false;
4900                         // reverse the cullface settings for this render
4901                         r_refdef.view.cullface_front = GL_FRONT;
4902                         r_refdef.view.cullface_back = GL_BACK;
4903                         // combined pvs (based on what can be seen from each surface center)
4904                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4905                         {
4906                                 r_refdef.view.usecustompvs = true;
4907                                 if (p->pvsvalid)
4908                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4909                                 else
4910                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4911                         }
4912
4913                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4914                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4915                         GL_ScissorTest(false);
4916                         R_ClearScreen(r_refdef.fogenabled);
4917                         GL_ScissorTest(true);
4918                         if(r_water_scissormode.integer & 2)
4919                                 R_View_UpdateWithScissor(myscissor);
4920                         else
4921                                 R_View_Update();
4922                         R_AnimCache_CacheVisibleEntities();
4923                         if(r_water_scissormode.integer & 1)
4924                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4925                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4926
4927                         r_fb.water.hideplayer = false;
4928                         p->rt_reflection = rt;
4929                 }
4930
4931                 // render the normal view scene and copy into texture
4932                 // (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)
4933                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4934                 {
4935                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4936                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4937                                 goto error;
4938                         r_refdef.view = myview;
4939                         if(r_water_scissormode.integer)
4940                         {
4941                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4942                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4943                                 {
4944                                         p->rt_reflection = NULL;
4945                                         p->rt_refraction = NULL;
4946                                         p->rt_camera = NULL;
4947                                         continue;
4948                                 }
4949                         }
4950
4951                         // combined pvs (based on what can be seen from each surface center)
4952                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4953                         {
4954                                 r_refdef.view.usecustompvs = true;
4955                                 if (p->pvsvalid)
4956                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4957                                 else
4958                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4959                         }
4960
4961                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4962
4963                         r_refdef.view.clipplane = p->plane;
4964                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4965                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4966
4967                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4968                         {
4969                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4970                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4971                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4972                                 R_RenderView_UpdateViewVectors();
4973                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4974                                 {
4975                                         r_refdef.view.usecustompvs = true;
4976                                         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);
4977                                 }
4978                         }
4979
4980                         PlaneClassify(&r_refdef.view.clipplane);
4981
4982                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4983                         GL_ScissorTest(false);
4984                         R_ClearScreen(r_refdef.fogenabled);
4985                         GL_ScissorTest(true);
4986                         if(r_water_scissormode.integer & 2)
4987                                 R_View_UpdateWithScissor(myscissor);
4988                         else
4989                                 R_View_Update();
4990                         R_AnimCache_CacheVisibleEntities();
4991                         if(r_water_scissormode.integer & 1)
4992                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4993                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4994
4995                         r_fb.water.hideplayer = false;
4996                         p->rt_refraction = rt;
4997                 }
4998                 else if (p->materialflags & MATERIALFLAG_CAMERA)
4999                 {
5000                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5001                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5002                                 goto error;
5003                         r_refdef.view = myview;
5004
5005                         r_refdef.view.clipplane = p->plane;
5006                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5007                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5008
5009                         r_refdef.view.width = r_fb.water.camerawidth;
5010                         r_refdef.view.height = r_fb.water.cameraheight;
5011                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5012                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5013                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5014                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5015
5016                         if(p->camera_entity)
5017                         {
5018                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5019                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5020                         }
5021
5022                         // note: all of the view is used for displaying... so
5023                         // there is no use in scissoring
5024
5025                         // reverse the cullface settings for this render
5026                         r_refdef.view.cullface_front = GL_FRONT;
5027                         r_refdef.view.cullface_back = GL_BACK;
5028                         // also reverse the view matrix
5029                         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
5030                         R_RenderView_UpdateViewVectors();
5031                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5032                         {
5033                                 r_refdef.view.usecustompvs = true;
5034                                 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);
5035                         }
5036                         
5037                         // camera needs no clipplane
5038                         r_refdef.view.useclipplane = false;
5039                         // TODO: is the camera origin always valid?  if so we don't need to clear this
5040                         r_refdef.view.usevieworiginculling = false;
5041
5042                         PlaneClassify(&r_refdef.view.clipplane);
5043
5044                         r_fb.water.hideplayer = false;
5045
5046                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5047                         GL_ScissorTest(false);
5048                         R_ClearScreen(r_refdef.fogenabled);
5049                         GL_ScissorTest(true);
5050                         R_View_Update();
5051                         R_AnimCache_CacheVisibleEntities();
5052                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5053
5054                         r_fb.water.hideplayer = false;
5055                         p->rt_camera = rt;
5056                 }
5057
5058         }
5059         r_fb.water.renderingscene = false;
5060         r_refdef.view = originalview;
5061         R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5062         R_View_Update();
5063         R_AnimCache_CacheVisibleEntities();
5064         goto finish;
5065 error:
5066         r_refdef.view = originalview;
5067         r_fb.water.renderingscene = false;
5068         Cvar_SetValueQuick(&r_water, 0);
5069         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5070 finish:
5071         // lowquality hack, restore cvars
5072         if (qualityreduction > 0)
5073         {
5074                 if (qualityreduction >= 1)
5075                 {
5076                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5077                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5078                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5079                 }
5080                 if (qualityreduction >= 2)
5081                 {
5082                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5083                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5084                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5085                 }
5086         }
5087 }
5088
5089 static void R_Bloom_StartFrame(void)
5090 {
5091         int screentexturewidth, screentextureheight;
5092         textype_t textype = TEXTYPE_COLORBUFFER;
5093         double scale;
5094
5095         // clear the pointers to rendertargets from last frame as they're stale
5096         r_fb.rt_screen = NULL;
5097         r_fb.rt_bloom = NULL;
5098
5099         switch (vid.renderpath)
5100         {
5101         case RENDERPATH_GL32:
5102                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5103                 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5104                 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5105                 break;
5106         case RENDERPATH_GLES2:
5107                 r_fb.usedepthtextures = false;
5108                 break;
5109         }
5110
5111         if (r_viewscale_fpsscaling.integer)
5112         {
5113                 double actualframetime;
5114                 double targetframetime;
5115                 double adjust;
5116                 actualframetime = r_refdef.lastdrawscreentime;
5117                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5118                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5119                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5120                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5121                 {
5122                         if (adjust > 0)
5123                                 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5124                         else
5125                                 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5126                 }
5127                 viewscalefpsadjusted += adjust;
5128                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5129         }
5130         else
5131                 viewscalefpsadjusted = 1.0f;
5132
5133         scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5134         if (vid.samples)
5135                 scale *= sqrt(vid.samples); // supersampling
5136         scale = bound(0.03125f, scale, 4.0f);
5137         screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5138         screentextureheight = (int)ceil(r_refdef.view.height * scale);
5139         screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5140         screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5141
5142         // set bloomwidth and bloomheight to the bloom resolution that will be
5143         // used (often less than the screen resolution for faster rendering)
5144         r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5145         r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5146         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5147         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5148         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5149
5150         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))
5151         {
5152                 Cvar_SetValueQuick(&r_bloom, 0);
5153                 Cvar_SetValueQuick(&r_motionblur, 0);
5154                 Cvar_SetValueQuick(&r_damageblur, 0);
5155         }
5156         if (!r_bloom.integer)
5157                 r_fb.bloomwidth = r_fb.bloomheight = 0;
5158
5159         // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5160         if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5161         {
5162                 if (r_fb.ghosttexture)
5163                         R_FreeTexture(r_fb.ghosttexture);
5164                 r_fb.ghosttexture = NULL;
5165
5166                 r_fb.screentexturewidth = screentexturewidth;
5167                 r_fb.screentextureheight = screentextureheight;
5168                 r_fb.textype = textype;
5169
5170                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5171                 {
5172                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
5173                                 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);
5174                         r_fb.ghosttexture_valid = false;
5175                 }
5176         }
5177
5178         r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5179
5180         r_refdef.view.clear = true;
5181 }
5182
5183 static void R_Bloom_MakeTexture(void)
5184 {
5185         int x, range, dir;
5186         float xoffset, yoffset, r, brighten;
5187         float colorscale = r_bloom_colorscale.value;
5188         r_viewport_t bloomviewport;
5189         r_rendertarget_t *prev, *cur;
5190         textype_t textype = r_fb.rt_screen->colortextype[0];
5191
5192         r_refdef.stats[r_stat_bloom]++;
5193
5194         R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5195
5196         // scale down screen texture to the bloom texture size
5197         CHECKGLERROR
5198         prev = r_fb.rt_screen;
5199         cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5200         R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5201         R_SetViewport(&bloomviewport);
5202         GL_CullFace(GL_NONE);
5203         GL_DepthTest(false);
5204         GL_BlendFunc(GL_ONE, GL_ZERO);
5205         GL_Color(colorscale, colorscale, colorscale, 1);
5206         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5207         // TODO: do boxfilter scale-down in shader?
5208         R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5209         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5210         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5211         // we now have a properly scaled bloom image
5212
5213         // multiply bloom image by itself as many times as desired to darken it
5214         // TODO: if people actually use this it could be done more quickly in the previous shader pass
5215         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5216         {
5217                 prev = cur;
5218                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5219                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5220                 x *= 2;
5221                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5222                 if(x <= 2)
5223                         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5224                 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5225                 GL_Color(1,1,1,1); // no fix factor supported here
5226                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5227                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5228                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5229                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5230         }
5231         CHECKGLERROR
5232
5233         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5234         brighten = r_bloom_brighten.value;
5235         brighten = sqrt(brighten);
5236         if(range >= 1)
5237                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5238
5239         for (dir = 0;dir < 2;dir++)
5240         {
5241                 prev = cur;
5242                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5243                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5244                 // blend on at multiple vertical offsets to achieve a vertical blur
5245                 // TODO: do offset blends using GLSL
5246                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5247                 CHECKGLERROR
5248                 GL_BlendFunc(GL_ONE, GL_ZERO);
5249                 CHECKGLERROR
5250                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5251                 CHECKGLERROR
5252                 for (x = -range;x <= range;x++)
5253                 {
5254                         if (!dir){xoffset = 0;yoffset = x;}
5255                         else {xoffset = x;yoffset = 0;}
5256                         xoffset /= (float)prev->texturewidth;
5257                         yoffset /= (float)prev->textureheight;
5258                         // compute a texcoord array with the specified x and y offset
5259                         r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5260                         r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5261                         r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5262                         r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5263                         r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5264                         r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5265                         r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5266                         r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5267                         // this r value looks like a 'dot' particle, fading sharply to
5268                         // black at the edges
5269                         // (probably not realistic but looks good enough)
5270                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5271                         //r = brighten/(range*2+1);
5272                         r = brighten / (range * 2 + 1);
5273                         if(range >= 1)
5274                                 r *= (1 - x*x/(float)((range+1)*(range+1)));
5275                         if (r <= 0)
5276                                 continue;
5277                         CHECKGLERROR
5278                         GL_Color(r, r, r, 1);
5279                         CHECKGLERROR
5280                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5281                         CHECKGLERROR
5282                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5283                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5284                         CHECKGLERROR
5285                         GL_BlendFunc(GL_ONE, GL_ONE);
5286                         CHECKGLERROR
5287                 }
5288         }
5289
5290         // now we have the bloom image, so keep track of it
5291         r_fb.rt_bloom = cur;
5292 }
5293
5294 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5295 {
5296         uint64_t permutation;
5297         float uservecs[4][4];
5298         rtexture_t *viewtexture;
5299         rtexture_t *bloomtexture;
5300
5301         R_EntityMatrix(&identitymatrix);
5302
5303         if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5304         {
5305                 // declare variables
5306                 float blur_factor, blur_mouseaccel, blur_velocity;
5307                 static float blur_average; 
5308                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5309
5310                 // set a goal for the factoring
5311                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
5312                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5313                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
5314                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5315                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
5316                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
5317
5318                 // from the goal, pick an averaged value between goal and last value
5319                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5320                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5321
5322                 // enforce minimum amount of blur 
5323                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5324
5325                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5326
5327                 // calculate values into a standard alpha
5328                 cl.motionbluralpha = 1 - exp(-
5329                                 (
5330                                         (r_motionblur.value * blur_factor / 80)
5331                                         +
5332                                         (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5333                                 )
5334                                 /
5335                                 max(0.0001, cl.time - cl.oldtime) // fps independent
5336                                 );
5337
5338                 // randomization for the blur value to combat persistent ghosting
5339                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5340                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5341
5342                 // apply the blur
5343                 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5344                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5345                 {
5346                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5347                         GL_Color(1, 1, 1, cl.motionbluralpha);
5348                         R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5349                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5350                         R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5351                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5352                         r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5353                 }
5354
5355                 // updates old view angles for next pass
5356                 VectorCopy(cl.viewangles, blur_oldangles);
5357
5358                 // copy view into the ghost texture
5359                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5360                 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5361                 r_fb.ghosttexture_valid = true;
5362         }
5363
5364         if (r_fb.bloomwidth)
5365         {
5366                 // make the bloom texture
5367                 R_Bloom_MakeTexture();
5368         }
5369
5370 #if _MSC_VER >= 1400
5371 #define sscanf sscanf_s
5372 #endif
5373         memset(uservecs, 0, sizeof(uservecs));
5374         if (r_glsl_postprocess_uservec1_enable.integer)
5375                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5376         if (r_glsl_postprocess_uservec2_enable.integer)
5377                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5378         if (r_glsl_postprocess_uservec3_enable.integer)
5379                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5380         if (r_glsl_postprocess_uservec4_enable.integer)
5381                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5382
5383         // render to the screen fbo
5384         R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5385         GL_Color(1, 1, 1, 1);
5386         GL_BlendFunc(GL_ONE, GL_ZERO);
5387
5388         viewtexture = r_fb.rt_screen->colortexture[0];
5389         bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5390
5391         if (r_rendertarget_debug.integer >= 0)
5392         {
5393                 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5394                 if (rt && rt->colortexture[0])
5395                 {
5396                         viewtexture = rt->colortexture[0];
5397                         bloomtexture = NULL;
5398                 }
5399         }
5400
5401         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5402         switch(vid.renderpath)
5403         {
5404         case RENDERPATH_GL32:
5405         case RENDERPATH_GLES2:
5406                 permutation =
5407                         (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5408                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5409                         | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5410                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5411                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5412                 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5413                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , viewtexture);
5414                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , bloomtexture);
5415                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
5416                 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]);
5417                 if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5418                 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]);
5419                 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]);
5420                 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]);
5421                 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]);
5422                 if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
5423                 if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5424                 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);
5425                 if (r_glsl_permutation->loc_ColorFringe             >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5426                 break;
5427         }
5428         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5429         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5430 }
5431
5432 matrix4x4_t r_waterscrollmatrix;
5433
5434 void R_UpdateFog(void)
5435 {
5436         // Nehahra fog
5437         if (gamemode == GAME_NEHAHRA)
5438         {
5439                 if (gl_fogenable.integer)
5440                 {
5441                         r_refdef.oldgl_fogenable = true;
5442                         r_refdef.fog_density = gl_fogdensity.value;
5443                         r_refdef.fog_red = gl_fogred.value;
5444                         r_refdef.fog_green = gl_foggreen.value;
5445                         r_refdef.fog_blue = gl_fogblue.value;
5446                         r_refdef.fog_alpha = 1;
5447                         r_refdef.fog_start = 0;
5448                         r_refdef.fog_end = gl_skyclip.value;
5449                         r_refdef.fog_height = 1<<30;
5450                         r_refdef.fog_fadedepth = 128;
5451                 }
5452                 else if (r_refdef.oldgl_fogenable)
5453                 {
5454                         r_refdef.oldgl_fogenable = false;
5455                         r_refdef.fog_density = 0;
5456                         r_refdef.fog_red = 0;
5457                         r_refdef.fog_green = 0;
5458                         r_refdef.fog_blue = 0;
5459                         r_refdef.fog_alpha = 0;
5460                         r_refdef.fog_start = 0;
5461                         r_refdef.fog_end = 0;
5462                         r_refdef.fog_height = 1<<30;
5463                         r_refdef.fog_fadedepth = 128;
5464                 }
5465         }
5466
5467         // fog parms
5468         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5469         r_refdef.fog_start = max(0, r_refdef.fog_start);
5470         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5471
5472         if (r_refdef.fog_density && r_drawfog.integer)
5473         {
5474                 r_refdef.fogenabled = true;
5475                 // this is the point where the fog reaches 0.9986 alpha, which we
5476                 // consider a good enough cutoff point for the texture
5477                 // (0.9986 * 256 == 255.6)
5478                 if (r_fog_exp2.integer)
5479                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5480                 else
5481                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5482                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5483                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5484                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5485                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5486                         R_BuildFogHeightTexture();
5487                 // fog color was already set
5488                 // update the fog texture
5489                 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)
5490                         R_BuildFogTexture();
5491                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5492                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5493         }
5494         else
5495                 r_refdef.fogenabled = false;
5496
5497         // fog color
5498         if (r_refdef.fog_density)
5499         {
5500                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5501                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5502                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5503
5504                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5505                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5506                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5507                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5508
5509                 {
5510                         vec3_t fogvec;
5511                         VectorCopy(r_refdef.fogcolor, fogvec);
5512                         //   color.rgb *= ContrastBoost * SceneBrightness;
5513                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5514                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5515                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5516                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5517                 }
5518         }
5519 }
5520
5521 void R_UpdateVariables(void)
5522 {
5523         R_Textures_Frame();
5524
5525         r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5526
5527         r_refdef.farclip = r_farclip_base.value;
5528         if (r_refdef.scene.worldmodel)
5529                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5530         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5531
5532         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5533                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5534         r_refdef.polygonfactor = 0;
5535         r_refdef.polygonoffset = 0;
5536
5537         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5538         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5539         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5540         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5541         r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5542         if (r_refdef.scene.worldmodel)
5543         {
5544                 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5545         }
5546         if (r_showsurfaces.integer)
5547         {
5548                 r_refdef.scene.rtworld = false;
5549                 r_refdef.scene.rtworldshadows = false;
5550                 r_refdef.scene.rtdlight = false;
5551                 r_refdef.scene.rtdlightshadows = false;
5552                 r_refdef.scene.lightmapintensity = 0;
5553         }
5554
5555         r_gpuskeletal = false;
5556         switch(vid.renderpath)
5557         {
5558         case RENDERPATH_GL32:
5559                 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5560         case RENDERPATH_GLES2:
5561                 if(!vid_gammatables_trivial)
5562                 {
5563                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5564                         {
5565                                 // build GLSL gamma texture
5566 #define RAMPWIDTH 256
5567                                 unsigned short ramp[RAMPWIDTH * 3];
5568                                 unsigned char rampbgr[RAMPWIDTH][4];
5569                                 int i;
5570
5571                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5572
5573                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5574                                 for(i = 0; i < RAMPWIDTH; ++i)
5575                                 {
5576                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5577                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5578                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5579                                         rampbgr[i][3] = 0;
5580                                 }
5581                                 if (r_texture_gammaramps)
5582                                 {
5583                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5584                                 }
5585                                 else
5586                                 {
5587                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5588                                 }
5589                         }
5590                 }
5591                 else
5592                 {
5593                         // remove GLSL gamma texture
5594                 }
5595                 break;
5596         }
5597 }
5598
5599 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5600 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5601 /*
5602 ================
5603 R_SelectScene
5604 ================
5605 */
5606 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5607         if( scenetype != r_currentscenetype ) {
5608                 // store the old scenetype
5609                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5610                 r_currentscenetype = scenetype;
5611                 // move in the new scene
5612                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5613         }
5614 }
5615
5616 /*
5617 ================
5618 R_GetScenePointer
5619 ================
5620 */
5621 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5622 {
5623         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5624         if( scenetype == r_currentscenetype ) {
5625                 return &r_refdef.scene;
5626         } else {
5627                 return &r_scenes_store[ scenetype ];
5628         }
5629 }
5630
5631 static int R_SortEntities_Compare(const void *ap, const void *bp)
5632 {
5633         const entity_render_t *a = *(const entity_render_t **)ap;
5634         const entity_render_t *b = *(const entity_render_t **)bp;
5635
5636         // 1. compare model
5637         if(a->model < b->model)
5638                 return -1;
5639         if(a->model > b->model)
5640                 return +1;
5641
5642         // 2. compare skin
5643         // TODO possibly calculate the REAL skinnum here first using
5644         // skinscenes?
5645         if(a->skinnum < b->skinnum)
5646                 return -1;
5647         if(a->skinnum > b->skinnum)
5648                 return +1;
5649
5650         // everything we compared is equal
5651         return 0;
5652 }
5653 static void R_SortEntities(void)
5654 {
5655         // below or equal 2 ents, sorting never gains anything
5656         if(r_refdef.scene.numentities <= 2)
5657                 return;
5658         // sort
5659         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5660 }
5661
5662 /*
5663 ================
5664 R_RenderView
5665 ================
5666 */
5667 extern cvar_t r_shadow_bouncegrid;
5668 extern cvar_t v_isometric;
5669 extern void V_MakeViewIsometric(void);
5670 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5671 {
5672         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5673         int viewfbo = 0;
5674         rtexture_t *viewdepthtexture = NULL;
5675         rtexture_t *viewcolortexture = NULL;
5676         int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5677
5678         // finish any 2D rendering that was queued
5679         DrawQ_Finish();
5680
5681         if (r_timereport_active)
5682                 R_TimeReport("start");
5683         r_textureframe++; // used only by R_GetCurrentTexture
5684         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5685
5686         if(R_CompileShader_CheckStaticParms())
5687                 R_GLSL_Restart_f(&cmd_client);
5688
5689         if (!r_drawentities.integer)
5690                 r_refdef.scene.numentities = 0;
5691         else if (r_sortentities.integer)
5692                 R_SortEntities();
5693
5694         R_AnimCache_ClearCache();
5695
5696         /* adjust for stereo display */
5697         if(R_Stereo_Active())
5698         {
5699                 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);
5700                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5701         }
5702
5703         if (r_refdef.view.isoverlay)
5704         {
5705                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5706                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5707                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5708                 R_TimeReport("depthclear");
5709
5710                 r_refdef.view.showdebug = false;
5711
5712                 r_fb.water.enabled = false;
5713                 r_fb.water.numwaterplanes = 0;
5714
5715                 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5716
5717                 r_refdef.view.matrix = originalmatrix;
5718
5719                 CHECKGLERROR
5720                 return;
5721         }
5722
5723         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5724         {
5725                 r_refdef.view.matrix = originalmatrix;
5726                 return;
5727         }
5728
5729         r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5730         if (v_isometric.integer && r_refdef.view.ismain)
5731                 V_MakeViewIsometric();
5732
5733         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5734
5735         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5736                 // in sRGB fallback, behave similar to true sRGB: convert this
5737                 // value from linear to sRGB
5738                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5739
5740         R_RenderView_UpdateViewVectors();
5741
5742         R_Shadow_UpdateWorldLightSelection();
5743
5744         // this will set up r_fb.rt_screen
5745         R_Bloom_StartFrame();
5746
5747         // apply bloom brightness offset
5748         if(r_fb.rt_bloom)
5749                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5750
5751         // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5752         if (r_fb.rt_screen)
5753         {
5754                 viewfbo = r_fb.rt_screen->fbo;
5755                 viewdepthtexture = r_fb.rt_screen->depthtexture;
5756                 viewcolortexture = r_fb.rt_screen->colortexture[0];
5757                 viewx = 0;
5758                 viewy = 0;
5759                 viewwidth = r_fb.rt_screen->texturewidth;
5760                 viewheight = r_fb.rt_screen->textureheight;
5761         }
5762
5763         R_Water_StartFrame(viewwidth, viewheight);
5764
5765         CHECKGLERROR
5766         if (r_timereport_active)
5767                 R_TimeReport("viewsetup");
5768
5769         R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5770
5771         // clear the whole fbo every frame - otherwise the driver will consider
5772         // it to be an inter-frame texture and stall in multi-gpu configurations
5773         if (r_fb.rt_screen)
5774                 GL_ScissorTest(false);
5775         R_ClearScreen(r_refdef.fogenabled);
5776         if (r_timereport_active)
5777                 R_TimeReport("viewclear");
5778
5779         r_refdef.view.clear = true;
5780
5781         r_refdef.view.showdebug = true;
5782
5783         R_View_Update();
5784         if (r_timereport_active)
5785                 R_TimeReport("visibility");
5786
5787         R_AnimCache_CacheVisibleEntities();
5788         if (r_timereport_active)
5789                 R_TimeReport("animcache");
5790
5791         R_Shadow_UpdateBounceGridTexture();
5792         // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5793
5794         r_fb.water.numwaterplanes = 0;
5795         if (r_fb.water.enabled)
5796                 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5797
5798         // for the actual view render we use scissoring a fair amount, so scissor
5799         // test needs to be on
5800         if (r_fb.rt_screen)
5801                 GL_ScissorTest(true);
5802         GL_Scissor(viewx, viewy, viewwidth, viewheight);
5803         R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5804         r_fb.water.numwaterplanes = 0;
5805
5806         // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5807         GL_ScissorTest(false);
5808
5809         R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5810         if (r_timereport_active)
5811                 R_TimeReport("blendview");
5812
5813         r_refdef.view.matrix = originalmatrix;
5814
5815         CHECKGLERROR
5816
5817         // go back to 2d rendering
5818         DrawQ_Start();
5819 }
5820
5821 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5822 {
5823         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5824         {
5825                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5826                 if (r_timereport_active)
5827                         R_TimeReport("waterworld");
5828         }
5829
5830         // don't let sound skip if going slow
5831         if (r_refdef.scene.extraupdate)
5832                 S_ExtraUpdate ();
5833
5834         R_DrawModelsAddWaterPlanes();
5835         if (r_timereport_active)
5836                 R_TimeReport("watermodels");
5837
5838         if (r_fb.water.numwaterplanes)
5839         {
5840                 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5841                 if (r_timereport_active)
5842                         R_TimeReport("waterscenes");
5843         }
5844 }
5845
5846 extern cvar_t cl_locs_show;
5847 static void R_DrawLocs(void);
5848 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5849 static void R_DrawModelDecals(void);
5850 extern qboolean r_shadow_usingdeferredprepass;
5851 extern int r_shadow_shadowmapatlas_modelshadows_size;
5852 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5853 {
5854         qboolean shadowmapping = false;
5855
5856         if (r_timereport_active)
5857                 R_TimeReport("beginscene");
5858
5859         r_refdef.stats[r_stat_renders]++;
5860
5861         R_UpdateFog();
5862
5863         // don't let sound skip if going slow
5864         if (r_refdef.scene.extraupdate)
5865                 S_ExtraUpdate ();
5866
5867         R_MeshQueue_BeginScene();
5868
5869         R_SkyStartFrame();
5870
5871         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);
5872
5873         if (r_timereport_active)
5874                 R_TimeReport("skystartframe");
5875
5876         if (cl.csqc_vidvars.drawworld)
5877         {
5878                 // don't let sound skip if going slow
5879                 if (r_refdef.scene.extraupdate)
5880                         S_ExtraUpdate ();
5881
5882                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5883                 {
5884                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5885                         if (r_timereport_active)
5886                                 R_TimeReport("worldsky");
5887                 }
5888
5889                 if (R_DrawBrushModelsSky() && r_timereport_active)
5890                         R_TimeReport("bmodelsky");
5891
5892                 if (skyrendermasked && skyrenderlater)
5893                 {
5894                         // we have to force off the water clipping plane while rendering sky
5895                         R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5896                         R_Sky();
5897                         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5898                         if (r_timereport_active)
5899                                 R_TimeReport("sky");
5900                 }
5901         }
5902
5903         // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5904         r_shadow_viewfbo = viewfbo;
5905         r_shadow_viewdepthtexture = viewdepthtexture;
5906         r_shadow_viewcolortexture = viewcolortexture;
5907         r_shadow_viewx = viewx;
5908         r_shadow_viewy = viewy;
5909         r_shadow_viewwidth = viewwidth;
5910         r_shadow_viewheight = viewheight;
5911
5912         R_Shadow_PrepareModelShadows();
5913         R_Shadow_PrepareLights();
5914         if (r_timereport_active)
5915                 R_TimeReport("preparelights");
5916
5917         // render all the shadowmaps that will be used for this view
5918         shadowmapping = R_Shadow_ShadowMappingEnabled();
5919         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5920         {
5921                 R_Shadow_DrawShadowMaps();
5922                 if (r_timereport_active)
5923                         R_TimeReport("shadowmaps");
5924         }
5925
5926         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5927         if (r_shadow_usingdeferredprepass)
5928                 R_Shadow_DrawPrepass();
5929
5930         // now we begin the forward pass of the view render
5931         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5932         {
5933                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5934                 if (r_timereport_active)
5935                         R_TimeReport("worlddepth");
5936         }
5937         if (r_depthfirst.integer >= 2)
5938         {
5939                 R_DrawModelsDepth();
5940                 if (r_timereport_active)
5941                         R_TimeReport("modeldepth");
5942         }
5943
5944         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5945         {
5946                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5947                 if (r_timereport_active)
5948                         R_TimeReport("world");
5949         }
5950
5951         // don't let sound skip if going slow
5952         if (r_refdef.scene.extraupdate)
5953                 S_ExtraUpdate ();
5954
5955         R_DrawModels();
5956         if (r_timereport_active)
5957                 R_TimeReport("models");
5958
5959         // don't let sound skip if going slow
5960         if (r_refdef.scene.extraupdate)
5961                 S_ExtraUpdate ();
5962
5963         if (!r_shadow_usingdeferredprepass)
5964         {
5965                 R_Shadow_DrawLights();
5966                 if (r_timereport_active)
5967                         R_TimeReport("rtlights");
5968         }
5969
5970         // don't let sound skip if going slow
5971         if (r_refdef.scene.extraupdate)
5972                 S_ExtraUpdate ();
5973
5974         if (cl.csqc_vidvars.drawworld)
5975         {
5976                 R_DrawModelDecals();
5977                 if (r_timereport_active)
5978                         R_TimeReport("modeldecals");
5979
5980                 R_DrawParticles();
5981                 if (r_timereport_active)
5982                         R_TimeReport("particles");
5983
5984                 R_DrawExplosions();
5985                 if (r_timereport_active)
5986                         R_TimeReport("explosions");
5987         }
5988
5989         if (r_refdef.view.showdebug)
5990         {
5991                 if (cl_locs_show.integer)
5992                 {
5993                         R_DrawLocs();
5994                         if (r_timereport_active)
5995                                 R_TimeReport("showlocs");
5996                 }
5997
5998                 if (r_drawportals.integer)
5999                 {
6000                         R_DrawPortals();
6001                         if (r_timereport_active)
6002                                 R_TimeReport("portals");
6003                 }
6004
6005                 if (r_showbboxes_client.value > 0)
6006                 {
6007                         R_DrawEntityBBoxes(CLVM_prog);
6008                         if (r_timereport_active)
6009                                 R_TimeReport("clbboxes");
6010                 }
6011                 if (r_showbboxes.value > 0)
6012                 {
6013                         R_DrawEntityBBoxes(SVVM_prog);
6014                         if (r_timereport_active)
6015                                 R_TimeReport("svbboxes");
6016                 }
6017         }
6018
6019         if (r_transparent.integer)
6020         {
6021                 R_MeshQueue_RenderTransparent();
6022                 if (r_timereport_active)
6023                         R_TimeReport("drawtrans");
6024         }
6025
6026         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))
6027         {
6028                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6029                 if (r_timereport_active)
6030                         R_TimeReport("worlddebug");
6031                 R_DrawModelsDebug();
6032                 if (r_timereport_active)
6033                         R_TimeReport("modeldebug");
6034         }
6035
6036         if (cl.csqc_vidvars.drawworld)
6037         {
6038                 R_Shadow_DrawCoronas();
6039                 if (r_timereport_active)
6040                         R_TimeReport("coronas");
6041         }
6042
6043         // don't let sound skip if going slow
6044         if (r_refdef.scene.extraupdate)
6045                 S_ExtraUpdate ();
6046 }
6047
6048 static const unsigned short bboxelements[36] =
6049 {
6050         5, 1, 3, 5, 3, 7,
6051         6, 2, 0, 6, 0, 4,
6052         7, 3, 2, 7, 2, 6,
6053         4, 0, 1, 4, 1, 5,
6054         4, 5, 7, 4, 7, 6,
6055         1, 0, 2, 1, 2, 3,
6056 };
6057
6058 #define BBOXEDGES 13
6059 static const float bboxedges[BBOXEDGES][6] = 
6060 {
6061         // whole box
6062         { 0, 0, 0, 1, 1, 1 },
6063         // bottom edges
6064         { 0, 0, 0, 0, 1, 0 },
6065         { 0, 0, 0, 1, 0, 0 },
6066         { 0, 1, 0, 1, 1, 0 },
6067         { 1, 0, 0, 1, 1, 0 },
6068         // top edges
6069         { 0, 0, 1, 0, 1, 1 },
6070         { 0, 0, 1, 1, 0, 1 },
6071         { 0, 1, 1, 1, 1, 1 },
6072         { 1, 0, 1, 1, 1, 1 },
6073         // vertical edges
6074         { 0, 0, 0, 0, 0, 1 },
6075         { 1, 0, 0, 1, 0, 1 },
6076         { 0, 1, 0, 0, 1, 1 },
6077         { 1, 1, 0, 1, 1, 1 },
6078 };
6079
6080 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6081 {
6082         int numvertices = BBOXEDGES * 8;
6083         float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6084         int numtriangles = BBOXEDGES * 12;
6085         unsigned short elements[BBOXEDGES * 36];
6086         int i, edge;
6087         float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6088
6089         RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6090
6091         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6092         GL_DepthMask(false);
6093         GL_DepthRange(0, 1);
6094         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6095
6096         for (edge = 0; edge < BBOXEDGES; edge++)
6097         {
6098                 for (i = 0; i < 3; i++)
6099                 {
6100                         edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6101                         edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6102                 }
6103                 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6104                 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6105                 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6106                 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6107                 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6108                 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6109                 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6110                 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6111                 for (i = 0; i < 36; i++)
6112                         elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6113         }
6114         R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6115         if (r_refdef.fogenabled)
6116         {
6117                 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6118                 {
6119                         f1 = RSurf_FogVertex(v);
6120                         f2 = 1 - f1;
6121                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6122                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6123                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6124                 }
6125         }
6126         R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6127         R_Mesh_ResetTextureState();
6128         R_SetupShader_Generic_NoTexture(false, false);
6129         R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6130 }
6131
6132 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6133 {
6134         // hacky overloading of the parameters
6135         prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6136         int i;
6137         float color[4];
6138         prvm_edict_t *edict;
6139
6140         GL_CullFace(GL_NONE);
6141         R_SetupShader_Generic_NoTexture(false, false);
6142
6143         for (i = 0;i < numsurfaces;i++)
6144         {
6145                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6146                 switch ((int)PRVM_serveredictfloat(edict, solid))
6147                 {
6148                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6149                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6150                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6151                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6152                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6153                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
6154                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6155                 }
6156                 if (prog == CLVM_prog)
6157                         color[3] *= r_showbboxes_client.value;
6158                 else
6159                         color[3] *= r_showbboxes.value;
6160                 color[3] = bound(0, color[3], 1);
6161                 GL_DepthTest(!r_showdisabledepthtest.integer);
6162                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6163         }
6164 }
6165
6166 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6167 {
6168         int i;
6169         prvm_edict_t *edict;
6170         vec3_t center;
6171
6172         if (prog == NULL)
6173                 return;
6174
6175         for (i = 0; i < prog->num_edicts; i++)
6176         {
6177                 edict = PRVM_EDICT_NUM(i);
6178                 if (edict->priv.server->free)
6179                         continue;
6180                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6181                 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6182                         continue;
6183                 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6184                         continue;
6185                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6186                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6187         }
6188 }
6189
6190 static const int nomodelelement3i[24] =
6191 {
6192         5, 2, 0,
6193         5, 1, 2,
6194         5, 0, 3,
6195         5, 3, 1,
6196         0, 2, 4,
6197         2, 1, 4,
6198         3, 0, 4,
6199         1, 3, 4
6200 };
6201
6202 static const unsigned short nomodelelement3s[24] =
6203 {
6204         5, 2, 0,
6205         5, 1, 2,
6206         5, 0, 3,
6207         5, 3, 1,
6208         0, 2, 4,
6209         2, 1, 4,
6210         3, 0, 4,
6211         1, 3, 4
6212 };
6213
6214 static const float nomodelvertex3f[6*3] =
6215 {
6216         -16,   0,   0,
6217          16,   0,   0,
6218           0, -16,   0,
6219           0,  16,   0,
6220           0,   0, -16,
6221           0,   0,  16
6222 };
6223
6224 static const float nomodelcolor4f[6*4] =
6225 {
6226         0.0f, 0.0f, 0.5f, 1.0f,
6227         0.0f, 0.0f, 0.5f, 1.0f,
6228         0.0f, 0.5f, 0.0f, 1.0f,
6229         0.0f, 0.5f, 0.0f, 1.0f,
6230         0.5f, 0.0f, 0.0f, 1.0f,
6231         0.5f, 0.0f, 0.0f, 1.0f
6232 };
6233
6234 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6235 {
6236         int i;
6237         float f1, f2, *c;
6238         float color4f[6*4];
6239
6240         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);
6241
6242         // this is only called once per entity so numsurfaces is always 1, and
6243         // surfacelist is always {0}, so this code does not handle batches
6244
6245         if (rsurface.ent_flags & RENDER_ADDITIVE)
6246         {
6247                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6248                 GL_DepthMask(false);
6249         }
6250         else if (ent->alpha < 1)
6251         {
6252                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6253                 GL_DepthMask(false);
6254         }
6255         else
6256         {
6257                 GL_BlendFunc(GL_ONE, GL_ZERO);
6258                 GL_DepthMask(true);
6259         }
6260         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6261         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6262         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6263         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6264         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6265         for (i = 0, c = color4f;i < 6;i++, c += 4)
6266         {
6267                 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6268                 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6269                 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6270                 c[3] *= ent->alpha;
6271         }
6272         if (r_refdef.fogenabled)
6273         {
6274                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6275                 {
6276                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6277                         f2 = 1 - f1;
6278                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6279                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6280                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6281                 }
6282         }
6283 //      R_Mesh_ResetTextureState();
6284         R_SetupShader_Generic_NoTexture(false, false);
6285         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6286         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6287 }
6288
6289 void R_DrawNoModel(entity_render_t *ent)
6290 {
6291         vec3_t org;
6292         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6293         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6294                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6295         else
6296                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6297 }
6298
6299 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6300 {
6301         vec3_t right1, right2, diff, normal;
6302
6303         VectorSubtract (org2, org1, normal);
6304
6305         // calculate 'right' vector for start
6306         VectorSubtract (r_refdef.view.origin, org1, diff);
6307         CrossProduct (normal, diff, right1);
6308         VectorNormalize (right1);
6309
6310         // calculate 'right' vector for end
6311         VectorSubtract (r_refdef.view.origin, org2, diff);
6312         CrossProduct (normal, diff, right2);
6313         VectorNormalize (right2);
6314
6315         vert[ 0] = org1[0] + width * right1[0];
6316         vert[ 1] = org1[1] + width * right1[1];
6317         vert[ 2] = org1[2] + width * right1[2];
6318         vert[ 3] = org1[0] - width * right1[0];
6319         vert[ 4] = org1[1] - width * right1[1];
6320         vert[ 5] = org1[2] - width * right1[2];
6321         vert[ 6] = org2[0] - width * right2[0];
6322         vert[ 7] = org2[1] - width * right2[1];
6323         vert[ 8] = org2[2] - width * right2[2];
6324         vert[ 9] = org2[0] + width * right2[0];
6325         vert[10] = org2[1] + width * right2[1];
6326         vert[11] = org2[2] + width * right2[2];
6327 }
6328
6329 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)
6330 {
6331         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6332         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6333         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6334         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6335         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6336         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6337         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6338         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6339         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6340         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6341         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6342         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6343 }
6344
6345 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6346 {
6347         int i;
6348         float *vertex3f;
6349         float v[3];
6350         VectorSet(v, x, y, z);
6351         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6352                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6353                         break;
6354         if (i == mesh->numvertices)
6355         {
6356                 if (mesh->numvertices < mesh->maxvertices)
6357                 {
6358                         VectorCopy(v, vertex3f);
6359                         mesh->numvertices++;
6360                 }
6361                 return mesh->numvertices;
6362         }
6363         else
6364                 return i;
6365 }
6366
6367 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6368 {
6369         int i;
6370         int *e, element[3];
6371         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6372         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6373         e = mesh->element3i + mesh->numtriangles * 3;
6374         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6375         {
6376                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6377                 if (mesh->numtriangles < mesh->maxtriangles)
6378                 {
6379                         *e++ = element[0];
6380                         *e++ = element[1];
6381                         *e++ = element[2];
6382                         mesh->numtriangles++;
6383                 }
6384                 element[1] = element[2];
6385         }
6386 }
6387
6388 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6389 {
6390         int i;
6391         int *e, element[3];
6392         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6393         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6394         e = mesh->element3i + mesh->numtriangles * 3;
6395         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6396         {
6397                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6398                 if (mesh->numtriangles < mesh->maxtriangles)
6399                 {
6400                         *e++ = element[0];
6401                         *e++ = element[1];
6402                         *e++ = element[2];
6403                         mesh->numtriangles++;
6404                 }
6405                 element[1] = element[2];
6406         }
6407 }
6408
6409 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6410 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6411 {
6412         int planenum, planenum2;
6413         int w;
6414         int tempnumpoints;
6415         mplane_t *plane, *plane2;
6416         double maxdist;
6417         double temppoints[2][256*3];
6418         // figure out how large a bounding box we need to properly compute this brush
6419         maxdist = 0;
6420         for (w = 0;w < numplanes;w++)
6421                 maxdist = max(maxdist, fabs(planes[w].dist));
6422         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6423         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6424         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6425         {
6426                 w = 0;
6427                 tempnumpoints = 4;
6428                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6429                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6430                 {
6431                         if (planenum2 == planenum)
6432                                 continue;
6433                         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);
6434                         w = !w;
6435                 }
6436                 if (tempnumpoints < 3)
6437                         continue;
6438                 // generate elements forming a triangle fan for this polygon
6439                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6440         }
6441 }
6442
6443 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6444 {
6445         if(parms[0] == 0 && parms[1] == 0)
6446                 return false;
6447         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6448                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6449                         return false;
6450         return true;
6451 }
6452
6453 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6454 {
6455         double index, f;
6456         index = parms[2] + rsurface.shadertime * parms[3];
6457         index -= floor(index);
6458         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6459         {
6460         default:
6461         case Q3WAVEFUNC_NONE:
6462         case Q3WAVEFUNC_NOISE:
6463         case Q3WAVEFUNC_COUNT:
6464                 f = 0;
6465                 break;
6466         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6467         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6468         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6469         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6470         case Q3WAVEFUNC_TRIANGLE:
6471                 index *= 4;
6472                 f = index - floor(index);
6473                 if (index < 1)
6474                 {
6475                         // f = f;
6476                 }
6477                 else if (index < 2)
6478                         f = 1 - f;
6479                 else if (index < 3)
6480                         f = -f;
6481                 else
6482                         f = -(1 - f);
6483                 break;
6484         }
6485         f = parms[0] + parms[1] * f;
6486         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6487                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6488         return (float) f;
6489 }
6490
6491 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6492 {
6493         int w, h, idx;
6494         float shadertime;
6495         float f;
6496         float offsetd[2];
6497         float tcmat[12];
6498         matrix4x4_t matrix, temp;
6499         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6500         // it's better to have one huge fixup every 9 hours than gradual
6501         // degradation over time which looks consistently bad after many hours.
6502         //
6503         // tcmod scroll in particular suffers from this degradation which can't be
6504         // effectively worked around even with floor() tricks because we don't
6505         // know if tcmod scroll is the last tcmod being applied, and for clampmap
6506         // a workaround involving floor() would be incorrect anyway...
6507         shadertime = rsurface.shadertime;
6508         if (shadertime >= 32768.0f)
6509                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6510         switch(tcmod->tcmod)
6511         {
6512                 case Q3TCMOD_COUNT:
6513                 case Q3TCMOD_NONE:
6514                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6515                                 matrix = r_waterscrollmatrix;
6516                         else
6517                                 matrix = identitymatrix;
6518                         break;
6519                 case Q3TCMOD_ENTITYTRANSLATE:
6520                         // this is used in Q3 to allow the gamecode to control texcoord
6521                         // scrolling on the entity, which is not supported in darkplaces yet.
6522                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6523                         break;
6524                 case Q3TCMOD_ROTATE:
6525                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6526                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6527                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6528                         break;
6529                 case Q3TCMOD_SCALE:
6530                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6531                         break;
6532                 case Q3TCMOD_SCROLL:
6533                         // this particular tcmod is a "bug for bug" compatible one with regards to
6534                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6535                         // specifically did the wrapping and so we must mimic that...
6536                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6537                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6538                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6539                         break;
6540                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6541                         w = (int) tcmod->parms[0];
6542                         h = (int) tcmod->parms[1];
6543                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6544                         f = f - floor(f);
6545                         idx = (int) floor(f * w * h);
6546                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6547                         break;
6548                 case Q3TCMOD_STRETCH:
6549                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6550                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6551                         break;
6552                 case Q3TCMOD_TRANSFORM:
6553                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6554                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6555                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6556                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6557                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6558                         break;
6559                 case Q3TCMOD_TURBULENT:
6560                         // this is handled in the RSurf_PrepareVertices function
6561                         matrix = identitymatrix;
6562                         break;
6563         }
6564         temp = *texmatrix;
6565         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6566 }
6567
6568 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6569 {
6570         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6571         char name[MAX_QPATH];
6572         skinframe_t *skinframe;
6573         unsigned char pixels[296*194];
6574         strlcpy(cache->name, skinname, sizeof(cache->name));
6575         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6576         if (developer_loading.integer)
6577                 Con_Printf("loading %s\n", name);
6578         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6579         if (!skinframe || !skinframe->base)
6580         {
6581                 unsigned char *f;
6582                 fs_offset_t filesize;
6583                 skinframe = NULL;
6584                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6585                 if (f)
6586                 {
6587                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6588                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6589                         Mem_Free(f);
6590                 }
6591         }
6592         cache->skinframe = skinframe;
6593 }
6594
6595 texture_t *R_GetCurrentTexture(texture_t *t)
6596 {
6597         int i, q;
6598         const entity_render_t *ent = rsurface.entity;
6599         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6600         q3shaderinfo_layer_tcmod_t *tcmod;
6601         float specularscale = 0.0f;
6602
6603         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6604                 return t->currentframe;
6605         t->update_lastrenderframe = r_textureframe;
6606         t->update_lastrenderentity = (void *)ent;
6607
6608         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6609                 t->camera_entity = ent->entitynumber;
6610         else
6611                 t->camera_entity = 0;
6612
6613         // switch to an alternate material if this is a q1bsp animated material
6614         {
6615                 texture_t *texture = t;
6616                 int s = rsurface.ent_skinnum;
6617                 if ((unsigned int)s >= (unsigned int)model->numskins)
6618                         s = 0;
6619                 if (model->skinscenes)
6620                 {
6621                         if (model->skinscenes[s].framecount > 1)
6622                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6623                         else
6624                                 s = model->skinscenes[s].firstframe;
6625                 }
6626                 if (s > 0)
6627                         t = t + s * model->num_surfaces;
6628                 if (t->animated)
6629                 {
6630                         // use an alternate animation if the entity's frame is not 0,
6631                         // and only if the texture has an alternate animation
6632                         if (t->animated == 2) // q2bsp
6633                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6634                         else if (rsurface.ent_alttextures && t->anim_total[1])
6635                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6636                         else
6637                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6638                 }
6639                 texture->currentframe = t;
6640         }
6641
6642         // update currentskinframe to be a qw skin or animation frame
6643         if (rsurface.ent_qwskin >= 0)
6644         {
6645                 i = rsurface.ent_qwskin;
6646                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6647                 {
6648                         r_qwskincache_size = cl.maxclients;
6649                         if (r_qwskincache)
6650                                 Mem_Free(r_qwskincache);
6651                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6652                 }
6653                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6654                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6655                 t->currentskinframe = r_qwskincache[i].skinframe;
6656                 if (t->materialshaderpass && t->currentskinframe == NULL)
6657                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6658         }
6659         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6660                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6661         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6662                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6663
6664         t->currentmaterialflags = t->basematerialflags;
6665         t->currentalpha = rsurface.entity->alpha * t->basealpha;
6666         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6667                 t->currentalpha *= r_wateralpha.value;
6668         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6669                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6670         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6671                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6672
6673         // decide on which type of lighting to use for this surface
6674         if (rsurface.entity->render_modellight_forced)
6675                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6676         if (rsurface.entity->render_rtlight_disabled)
6677                 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6678         if (rsurface.entity->render_lightgrid)
6679                 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6680         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6681         {
6682                 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6683                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6684                 for (q = 0; q < 3; q++)
6685                 {
6686                         t->render_glowmod[q] = rsurface.entity->glowmod[q];
6687                         t->render_modellight_lightdir_world[q] = q == 2;
6688                         t->render_modellight_lightdir_local[q] = q == 2;
6689                         t->render_modellight_ambient[q] = 1;
6690                         t->render_modellight_diffuse[q] = 0;
6691                         t->render_modellight_specular[q] = 0;
6692                         t->render_lightmap_ambient[q] = 0;
6693                         t->render_lightmap_diffuse[q] = 0;
6694                         t->render_lightmap_specular[q] = 0;
6695                         t->render_rtlight_diffuse[q] = 0;
6696                         t->render_rtlight_specular[q] = 0;
6697                 }
6698         }
6699         else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6700         {
6701                 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6702                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6703                 for (q = 0; q < 3; q++)
6704                 {
6705                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6706                         t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6707                         t->render_modellight_lightdir_world[q] = q == 2;
6708                         t->render_modellight_lightdir_local[q] = q == 2;
6709                         t->render_modellight_diffuse[q] = 0;
6710                         t->render_modellight_specular[q] = 0;
6711                         t->render_lightmap_ambient[q] = 0;
6712                         t->render_lightmap_diffuse[q] = 0;
6713                         t->render_lightmap_specular[q] = 0;
6714                         t->render_rtlight_diffuse[q] = 0;
6715                         t->render_rtlight_specular[q] = 0;
6716                 }
6717         }
6718         else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6719         {
6720                 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6721                 for (q = 0; q < 3; q++)
6722                 {
6723                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6724                         t->render_modellight_lightdir_world[q] = q == 2;
6725                         t->render_modellight_lightdir_local[q] = q == 2;
6726                         t->render_modellight_ambient[q] = 0;
6727                         t->render_modellight_diffuse[q] = 0;
6728                         t->render_modellight_specular[q] = 0;
6729                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6730                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6731                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6732                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6733                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6734                 }
6735         }
6736         else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6737         {
6738                 // ambient + single direction light (modellight)
6739                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6740                 for (q = 0; q < 3; q++)
6741                 {
6742                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6743                         t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6744                         t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6745                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6746                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6747                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6748                         t->render_lightmap_ambient[q] = 0;
6749                         t->render_lightmap_diffuse[q] = 0;
6750                         t->render_lightmap_specular[q] = 0;
6751                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6752                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6753                 }
6754         }
6755         else
6756         {
6757                 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6758                 for (q = 0; q < 3; q++)
6759                 {
6760                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6761                         t->render_modellight_lightdir_world[q] = q == 2;
6762                         t->render_modellight_lightdir_local[q] = q == 2;
6763                         t->render_modellight_ambient[q] = 0;
6764                         t->render_modellight_diffuse[q] = 0;
6765                         t->render_modellight_specular[q] = 0;
6766                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6767                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6768                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6769                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6770                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6771                 }
6772         }
6773
6774         if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6775         {
6776                 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6777                 // attribute, we punt it to the lightmap path and hope for the best,
6778                 // but lighting doesn't work.
6779                 //
6780                 // FIXME: this is fine for effects but CSQC polygons should be subject
6781                 // to lighting.
6782                 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6783                 for (q = 0; q < 3; q++)
6784                 {
6785                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6786                         t->render_modellight_lightdir_world[q] = q == 2;
6787                         t->render_modellight_lightdir_local[q] = q == 2;
6788                         t->render_modellight_ambient[q] = 0;
6789                         t->render_modellight_diffuse[q] = 0;
6790                         t->render_modellight_specular[q] = 0;
6791                         t->render_lightmap_ambient[q] = 0;
6792                         t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6793                         t->render_lightmap_specular[q] = 0;
6794                         t->render_rtlight_diffuse[q] = 0;
6795                         t->render_rtlight_specular[q] = 0;
6796                 }
6797         }
6798
6799         for (q = 0; q < 3; q++)
6800         {
6801                 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6802                 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6803         }
6804
6805         if (rsurface.ent_flags & RENDER_ADDITIVE)
6806                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6807         else if (t->currentalpha < 1)
6808                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6809         // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6810         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6811                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6812         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6813                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6814         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6815                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6816         if (t->backgroundshaderpass)
6817                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6818         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6819         {
6820                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6821                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6822         }
6823         else
6824                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6825         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6826         {
6827                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6828                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6829         }
6830         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6831                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6832
6833         // there is no tcmod
6834         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6835         {
6836                 t->currenttexmatrix = r_waterscrollmatrix;
6837                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6838         }
6839         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6840         {
6841                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6842                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6843         }
6844
6845         if (t->materialshaderpass)
6846                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6847                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6848
6849         t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6850         if (t->currentskinframe->qpixels)
6851                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6852         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6853         if (!t->basetexture)
6854                 t->basetexture = r_texture_notexture;
6855         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6856         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6857         t->nmaptexture = t->currentskinframe->nmap;
6858         if (!t->nmaptexture)
6859                 t->nmaptexture = r_texture_blanknormalmap;
6860         t->glosstexture = r_texture_black;
6861         t->glowtexture = t->currentskinframe->glow;
6862         t->fogtexture = t->currentskinframe->fog;
6863         t->reflectmasktexture = t->currentskinframe->reflect;
6864         if (t->backgroundshaderpass)
6865         {
6866                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6867                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6868                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6869                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6870                 t->backgroundglosstexture = r_texture_black;
6871                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6872                 if (!t->backgroundnmaptexture)
6873                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6874                 // make sure that if glow is going to be used, both textures are not NULL
6875                 if (!t->backgroundglowtexture && t->glowtexture)
6876                         t->backgroundglowtexture = r_texture_black;
6877                 if (!t->glowtexture && t->backgroundglowtexture)
6878                         t->glowtexture = r_texture_black;
6879         }
6880         else
6881         {
6882                 t->backgroundbasetexture = r_texture_white;
6883                 t->backgroundnmaptexture = r_texture_blanknormalmap;
6884                 t->backgroundglosstexture = r_texture_black;
6885                 t->backgroundglowtexture = NULL;
6886         }
6887         t->specularpower = r_shadow_glossexponent.value;
6888         // TODO: store reference values for these in the texture?
6889         if (r_shadow_gloss.integer > 0)
6890         {
6891                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6892                 {
6893                         if (r_shadow_glossintensity.value > 0)
6894                         {
6895                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6896                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6897                                 specularscale = r_shadow_glossintensity.value;
6898                         }
6899                 }
6900                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6901                 {
6902                         t->glosstexture = r_texture_white;
6903                         t->backgroundglosstexture = r_texture_white;
6904                         specularscale = r_shadow_gloss2intensity.value;
6905                         t->specularpower = r_shadow_gloss2exponent.value;
6906                 }
6907         }
6908         specularscale *= t->specularscalemod;
6909         t->specularpower *= t->specularpowermod;
6910
6911         // lightmaps mode looks bad with dlights using actual texturing, so turn
6912         // off the colormap and glossmap, but leave the normalmap on as it still
6913         // accurately represents the shading involved
6914         if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6915         {
6916                 t->basetexture = r_texture_grey128;
6917                 t->pantstexture = r_texture_black;
6918                 t->shirttexture = r_texture_black;
6919                 if (gl_lightmaps.integer < 2)
6920                         t->nmaptexture = r_texture_blanknormalmap;
6921                 t->glosstexture = r_texture_black;
6922                 t->glowtexture = NULL;
6923                 t->fogtexture = NULL;
6924                 t->reflectmasktexture = NULL;
6925                 t->backgroundbasetexture = NULL;
6926                 if (gl_lightmaps.integer < 2)
6927                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6928                 t->backgroundglosstexture = r_texture_black;
6929                 t->backgroundglowtexture = NULL;
6930                 specularscale = 0;
6931                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6932         }
6933
6934         if (specularscale != 1.0f)
6935         {
6936                 for (q = 0; q < 3; q++)
6937                 {
6938                         t->render_modellight_specular[q] *= specularscale;
6939                         t->render_lightmap_specular[q] *= specularscale;
6940                         t->render_rtlight_specular[q] *= specularscale;
6941                 }
6942         }
6943
6944         t->currentblendfunc[0] = GL_ONE;
6945         t->currentblendfunc[1] = GL_ZERO;
6946         if (t->currentmaterialflags & MATERIALFLAG_ADD)
6947         {
6948                 t->currentblendfunc[0] = GL_SRC_ALPHA;
6949                 t->currentblendfunc[1] = GL_ONE;
6950         }
6951         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6952         {
6953                 t->currentblendfunc[0] = GL_SRC_ALPHA;
6954                 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6955         }
6956         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6957         {
6958                 t->currentblendfunc[0] = t->customblendfunc[0];
6959                 t->currentblendfunc[1] = t->customblendfunc[1];
6960         }
6961
6962         return t;
6963 }
6964
6965 rsurfacestate_t rsurface;
6966
6967 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6968 {
6969         dp_model_t *model = ent->model;
6970         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6971         //      return;
6972         rsurface.entity = (entity_render_t *)ent;
6973         rsurface.skeleton = ent->skeleton;
6974         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6975         rsurface.ent_skinnum = ent->skinnum;
6976         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;
6977         rsurface.ent_flags = ent->flags;
6978         if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6979                 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6980         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6981         rsurface.matrix = ent->matrix;
6982         rsurface.inversematrix = ent->inversematrix;
6983         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6984         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6985         R_EntityMatrix(&rsurface.matrix);
6986         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6987         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6988         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6989         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6990         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6991         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6992         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6993         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6994         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6995         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6996         if (ent->model->brush.submodel && !prepass)
6997         {
6998                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6999                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7000         }
7001         // if the animcache code decided it should use the shader path, skip the deform step
7002         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7003         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7004         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7005         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7006         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7007         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7008         {
7009                 if (ent->animcache_vertex3f)
7010                 {
7011                         r_refdef.stats[r_stat_batch_entitycache_count]++;
7012                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7013                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7014                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7015                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7016                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7017                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7018                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7019                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7020                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7021                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7022                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7023                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7024                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7025                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7026                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7027                 }
7028                 else if (wanttangents)
7029                 {
7030                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7031                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7032                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7033                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7034                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7035                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7036                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7037                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7038                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7039                         rsurface.modelvertex3f_vertexbuffer = NULL;
7040                         rsurface.modelvertex3f_bufferoffset = 0;
7041                         rsurface.modelvertex3f_vertexbuffer = 0;
7042                         rsurface.modelvertex3f_bufferoffset = 0;
7043                         rsurface.modelsvector3f_vertexbuffer = 0;
7044                         rsurface.modelsvector3f_bufferoffset = 0;
7045                         rsurface.modeltvector3f_vertexbuffer = 0;
7046                         rsurface.modeltvector3f_bufferoffset = 0;
7047                         rsurface.modelnormal3f_vertexbuffer = 0;
7048                         rsurface.modelnormal3f_bufferoffset = 0;
7049                 }
7050                 else if (wantnormals)
7051                 {
7052                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7053                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7054                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7055                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7056                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7057                         rsurface.modelsvector3f = NULL;
7058                         rsurface.modeltvector3f = NULL;
7059                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7060                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7061                         rsurface.modelvertex3f_vertexbuffer = NULL;
7062                         rsurface.modelvertex3f_bufferoffset = 0;
7063                         rsurface.modelvertex3f_vertexbuffer = 0;
7064                         rsurface.modelvertex3f_bufferoffset = 0;
7065                         rsurface.modelsvector3f_vertexbuffer = 0;
7066                         rsurface.modelsvector3f_bufferoffset = 0;
7067                         rsurface.modeltvector3f_vertexbuffer = 0;
7068                         rsurface.modeltvector3f_bufferoffset = 0;
7069                         rsurface.modelnormal3f_vertexbuffer = 0;
7070                         rsurface.modelnormal3f_bufferoffset = 0;
7071                 }
7072                 else
7073                 {
7074                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7075                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7076                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7077                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7078                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7079                         rsurface.modelsvector3f = NULL;
7080                         rsurface.modeltvector3f = NULL;
7081                         rsurface.modelnormal3f = NULL;
7082                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7083                         rsurface.modelvertex3f_vertexbuffer = NULL;
7084                         rsurface.modelvertex3f_bufferoffset = 0;
7085                         rsurface.modelvertex3f_vertexbuffer = 0;
7086                         rsurface.modelvertex3f_bufferoffset = 0;
7087                         rsurface.modelsvector3f_vertexbuffer = 0;
7088                         rsurface.modelsvector3f_bufferoffset = 0;
7089                         rsurface.modeltvector3f_vertexbuffer = 0;
7090                         rsurface.modeltvector3f_bufferoffset = 0;
7091                         rsurface.modelnormal3f_vertexbuffer = 0;
7092                         rsurface.modelnormal3f_bufferoffset = 0;
7093                 }
7094                 rsurface.modelgeneratedvertex = true;
7095         }
7096         else
7097         {
7098                 if (rsurface.entityskeletaltransform3x4)
7099                 {
7100                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7101                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7102                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7103                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7104                 }
7105                 else
7106                 {
7107                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
7108                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7109                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7110                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7111                 }
7112                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7113                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7114                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7115                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7116                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7117                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7118                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7119                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7120                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7121                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7122                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7123                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7124                 rsurface.modelgeneratedvertex = false;
7125         }
7126         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7127         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7128         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7129         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7130         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7131         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7132         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7133         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7134         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7135         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7136         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7137         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7138         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7139         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7140         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7141         rsurface.modelelement3i = model->surfmesh.data_element3i;
7142         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7143         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7144         rsurface.modelelement3s = model->surfmesh.data_element3s;
7145         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7146         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7147         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7148         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7149         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7150         rsurface.modelsurfaces = model->data_surfaces;
7151         rsurface.batchgeneratedvertex = false;
7152         rsurface.batchfirstvertex = 0;
7153         rsurface.batchnumvertices = 0;
7154         rsurface.batchfirsttriangle = 0;
7155         rsurface.batchnumtriangles = 0;
7156         rsurface.batchvertex3f  = NULL;
7157         rsurface.batchvertex3f_vertexbuffer = NULL;
7158         rsurface.batchvertex3f_bufferoffset = 0;
7159         rsurface.batchsvector3f = NULL;
7160         rsurface.batchsvector3f_vertexbuffer = NULL;
7161         rsurface.batchsvector3f_bufferoffset = 0;
7162         rsurface.batchtvector3f = NULL;
7163         rsurface.batchtvector3f_vertexbuffer = NULL;
7164         rsurface.batchtvector3f_bufferoffset = 0;
7165         rsurface.batchnormal3f  = NULL;
7166         rsurface.batchnormal3f_vertexbuffer = NULL;
7167         rsurface.batchnormal3f_bufferoffset = 0;
7168         rsurface.batchlightmapcolor4f = NULL;
7169         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7170         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7171         rsurface.batchtexcoordtexture2f = NULL;
7172         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7173         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7174         rsurface.batchtexcoordlightmap2f = NULL;
7175         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7176         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7177         rsurface.batchskeletalindex4ub = NULL;
7178         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7179         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7180         rsurface.batchskeletalweight4ub = NULL;
7181         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7182         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7183         rsurface.batchelement3i = NULL;
7184         rsurface.batchelement3i_indexbuffer = NULL;
7185         rsurface.batchelement3i_bufferoffset = 0;
7186         rsurface.batchelement3s = NULL;
7187         rsurface.batchelement3s_indexbuffer = NULL;
7188         rsurface.batchelement3s_bufferoffset = 0;
7189         rsurface.forcecurrenttextureupdate = false;
7190 }
7191
7192 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)
7193 {
7194         rsurface.entity = r_refdef.scene.worldentity;
7195         if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7196                 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7197                 // A better approach could be making this copy only once per frame.
7198                 static entity_render_t custom_entity;
7199                 int q;
7200                 custom_entity = *rsurface.entity;
7201                 for (q = 0; q < 3; ++q) {
7202                         float colormod = q == 0 ? r : q == 1 ? g : b;
7203                         custom_entity.render_fullbright[q] *= colormod;
7204                         custom_entity.render_modellight_ambient[q] *= colormod;
7205                         custom_entity.render_modellight_diffuse[q] *= colormod;
7206                         custom_entity.render_lightmap_ambient[q] *= colormod;
7207                         custom_entity.render_lightmap_diffuse[q] *= colormod;
7208                         custom_entity.render_rtlight_diffuse[q] *= colormod;
7209                 }
7210                 custom_entity.alpha *= a;
7211                 rsurface.entity = &custom_entity;
7212         }
7213         rsurface.skeleton = NULL;
7214         rsurface.ent_skinnum = 0;
7215         rsurface.ent_qwskin = -1;
7216         rsurface.ent_flags = entflags;
7217         rsurface.shadertime = r_refdef.scene.time - shadertime;
7218         rsurface.modelnumvertices = numvertices;
7219         rsurface.modelnumtriangles = numtriangles;
7220         rsurface.matrix = *matrix;
7221         rsurface.inversematrix = *inversematrix;
7222         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7223         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7224         R_EntityMatrix(&rsurface.matrix);
7225         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7226         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7227         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7228         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7229         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7230         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7231         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7232         rsurface.frameblend[0].lerp = 1;
7233         rsurface.ent_alttextures = false;
7234         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7235         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7236         rsurface.entityskeletaltransform3x4 = NULL;
7237         rsurface.entityskeletaltransform3x4buffer = NULL;
7238         rsurface.entityskeletaltransform3x4offset = 0;
7239         rsurface.entityskeletaltransform3x4size = 0;
7240         rsurface.entityskeletalnumtransforms = 0;
7241         r_refdef.stats[r_stat_batch_entitycustom_count]++;
7242         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7243         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7244         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7245         if (wanttangents)
7246         {
7247                 rsurface.modelvertex3f = (float *)vertex3f;
7248                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7249                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7250                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7251         }
7252         else if (wantnormals)
7253         {
7254                 rsurface.modelvertex3f = (float *)vertex3f;
7255                 rsurface.modelsvector3f = NULL;
7256                 rsurface.modeltvector3f = NULL;
7257                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7258         }
7259         else
7260         {
7261                 rsurface.modelvertex3f = (float *)vertex3f;
7262                 rsurface.modelsvector3f = NULL;
7263                 rsurface.modeltvector3f = NULL;
7264                 rsurface.modelnormal3f = NULL;
7265         }
7266         rsurface.modelvertex3f_vertexbuffer = 0;
7267         rsurface.modelvertex3f_bufferoffset = 0;
7268         rsurface.modelsvector3f_vertexbuffer = 0;
7269         rsurface.modelsvector3f_bufferoffset = 0;
7270         rsurface.modeltvector3f_vertexbuffer = 0;
7271         rsurface.modeltvector3f_bufferoffset = 0;
7272         rsurface.modelnormal3f_vertexbuffer = 0;
7273         rsurface.modelnormal3f_bufferoffset = 0;
7274         rsurface.modelgeneratedvertex = true;
7275         rsurface.modellightmapcolor4f  = (float *)color4f;
7276         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7277         rsurface.modellightmapcolor4f_bufferoffset = 0;
7278         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7279         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7280         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7281         rsurface.modeltexcoordlightmap2f  = NULL;
7282         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7283         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7284         rsurface.modelskeletalindex4ub = NULL;
7285         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7286         rsurface.modelskeletalindex4ub_bufferoffset = 0;
7287         rsurface.modelskeletalweight4ub = NULL;
7288         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7289         rsurface.modelskeletalweight4ub_bufferoffset = 0;
7290         rsurface.modelelement3i = (int *)element3i;
7291         rsurface.modelelement3i_indexbuffer = NULL;
7292         rsurface.modelelement3i_bufferoffset = 0;
7293         rsurface.modelelement3s = (unsigned short *)element3s;
7294         rsurface.modelelement3s_indexbuffer = NULL;
7295         rsurface.modelelement3s_bufferoffset = 0;
7296         rsurface.modellightmapoffsets = NULL;
7297         rsurface.modelsurfaces = NULL;
7298         rsurface.batchgeneratedvertex = false;
7299         rsurface.batchfirstvertex = 0;
7300         rsurface.batchnumvertices = 0;
7301         rsurface.batchfirsttriangle = 0;
7302         rsurface.batchnumtriangles = 0;
7303         rsurface.batchvertex3f  = NULL;
7304         rsurface.batchvertex3f_vertexbuffer = NULL;
7305         rsurface.batchvertex3f_bufferoffset = 0;
7306         rsurface.batchsvector3f = NULL;
7307         rsurface.batchsvector3f_vertexbuffer = NULL;
7308         rsurface.batchsvector3f_bufferoffset = 0;
7309         rsurface.batchtvector3f = NULL;
7310         rsurface.batchtvector3f_vertexbuffer = NULL;
7311         rsurface.batchtvector3f_bufferoffset = 0;
7312         rsurface.batchnormal3f  = NULL;
7313         rsurface.batchnormal3f_vertexbuffer = NULL;
7314         rsurface.batchnormal3f_bufferoffset = 0;
7315         rsurface.batchlightmapcolor4f = NULL;
7316         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7317         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7318         rsurface.batchtexcoordtexture2f = NULL;
7319         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7320         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7321         rsurface.batchtexcoordlightmap2f = NULL;
7322         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7323         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7324         rsurface.batchskeletalindex4ub = NULL;
7325         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7326         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7327         rsurface.batchskeletalweight4ub = NULL;
7328         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7329         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7330         rsurface.batchelement3i = NULL;
7331         rsurface.batchelement3i_indexbuffer = NULL;
7332         rsurface.batchelement3i_bufferoffset = 0;
7333         rsurface.batchelement3s = NULL;
7334         rsurface.batchelement3s_indexbuffer = NULL;
7335         rsurface.batchelement3s_bufferoffset = 0;
7336         rsurface.forcecurrenttextureupdate = true;
7337
7338         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7339         {
7340                 if ((wantnormals || wanttangents) && !normal3f)
7341                 {
7342                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7343                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7344                 }
7345                 if (wanttangents && !svector3f)
7346                 {
7347                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7348                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7349                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7350                 }
7351         }
7352 }
7353
7354 float RSurf_FogPoint(const float *v)
7355 {
7356         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7357         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7358         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7359         float FogHeightFade = r_refdef.fogheightfade;
7360         float fogfrac;
7361         unsigned int fogmasktableindex;
7362         if (r_refdef.fogplaneviewabove)
7363                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7364         else
7365                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7366         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7367         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7368 }
7369
7370 float RSurf_FogVertex(const float *v)
7371 {
7372         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7373         float FogPlaneViewDist = rsurface.fogplaneviewdist;
7374         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7375         float FogHeightFade = rsurface.fogheightfade;
7376         float fogfrac;
7377         unsigned int fogmasktableindex;
7378         if (r_refdef.fogplaneviewabove)
7379                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7380         else
7381                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7382         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7383         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7384 }
7385
7386 void RSurf_UploadBuffersForBatch(void)
7387 {
7388         // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7389         // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7390         if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7391                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7392         if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7393                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7394         if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7395                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7396         if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7397                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7398         if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7399                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7400         if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7401                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7402         if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7403                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7404         if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7405                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7406         if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7407                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7408
7409         if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7410                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7411         else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7412                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7413
7414         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7415         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7416         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7417         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7418         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7419         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7420         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7421         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7422         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7423         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7424 }
7425
7426 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7427 {
7428         int i;
7429         for (i = 0;i < numelements;i++)
7430                 outelement3i[i] = inelement3i[i] + adjust;
7431 }
7432
7433 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7434 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7435 {
7436         int deformindex;
7437         int firsttriangle;
7438         int numtriangles;
7439         int firstvertex;
7440         int endvertex;
7441         int numvertices;
7442         int surfacefirsttriangle;
7443         int surfacenumtriangles;
7444         int surfacefirstvertex;
7445         int surfaceendvertex;
7446         int surfacenumvertices;
7447         int batchnumsurfaces = texturenumsurfaces;
7448         int batchnumvertices;
7449         int batchnumtriangles;
7450         int i, j;
7451         qboolean gaps;
7452         qboolean dynamicvertex;
7453         float amplitude;
7454         float animpos;
7455         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7456         float waveparms[4];
7457         unsigned char *ub;
7458         q3shaderinfo_deform_t *deform;
7459         const msurface_t *surface, *firstsurface;
7460         if (!texturenumsurfaces)
7461                 return;
7462         // find vertex range of this surface batch
7463         gaps = false;
7464         firstsurface = texturesurfacelist[0];
7465         firsttriangle = firstsurface->num_firsttriangle;
7466         batchnumvertices = 0;
7467         batchnumtriangles = 0;
7468         firstvertex = endvertex = firstsurface->num_firstvertex;
7469         for (i = 0;i < texturenumsurfaces;i++)
7470         {
7471                 surface = texturesurfacelist[i];
7472                 if (surface != firstsurface + i)
7473                         gaps = true;
7474                 surfacefirstvertex = surface->num_firstvertex;
7475                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7476                 surfacenumvertices = surface->num_vertices;
7477                 surfacenumtriangles = surface->num_triangles;
7478                 if (firstvertex > surfacefirstvertex)
7479                         firstvertex = surfacefirstvertex;
7480                 if (endvertex < surfaceendvertex)
7481                         endvertex = surfaceendvertex;
7482                 batchnumvertices += surfacenumvertices;
7483                 batchnumtriangles += surfacenumtriangles;
7484         }
7485
7486         r_refdef.stats[r_stat_batch_batches]++;
7487         if (gaps)
7488                 r_refdef.stats[r_stat_batch_withgaps]++;
7489         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7490         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7491         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7492
7493         // we now know the vertex range used, and if there are any gaps in it
7494         rsurface.batchfirstvertex = firstvertex;
7495         rsurface.batchnumvertices = endvertex - firstvertex;
7496         rsurface.batchfirsttriangle = firsttriangle;
7497         rsurface.batchnumtriangles = batchnumtriangles;
7498
7499         // check if any dynamic vertex processing must occur
7500         dynamicvertex = false;
7501
7502         // we must use vertexbuffers for rendering, we can upload vertex buffers
7503         // easily enough but if the basevertex is non-zero it becomes more
7504         // difficult, so force dynamicvertex path in that case - it's suboptimal
7505         // but the most optimal case is to have the geometry sources provide their
7506         // own anyway.
7507         if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7508                 dynamicvertex = true;
7509
7510         // a cvar to force the dynamic vertex path to be taken, for debugging
7511         if (r_batch_debugdynamicvertexpath.integer)
7512         {
7513                 if (!dynamicvertex)
7514                 {
7515                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7516                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7517                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7518                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7519                 }
7520                 dynamicvertex = true;
7521         }
7522
7523         // if there is a chance of animated vertex colors, it's a dynamic batch
7524         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7525         {
7526                 if (!dynamicvertex)
7527                 {
7528                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7529                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7530                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7531                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7532                 }
7533                 dynamicvertex = true;
7534         }
7535
7536         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7537         {
7538                 switch (deform->deform)
7539                 {
7540                 default:
7541                 case Q3DEFORM_PROJECTIONSHADOW:
7542                 case Q3DEFORM_TEXT0:
7543                 case Q3DEFORM_TEXT1:
7544                 case Q3DEFORM_TEXT2:
7545                 case Q3DEFORM_TEXT3:
7546                 case Q3DEFORM_TEXT4:
7547                 case Q3DEFORM_TEXT5:
7548                 case Q3DEFORM_TEXT6:
7549                 case Q3DEFORM_TEXT7:
7550                 case Q3DEFORM_NONE:
7551                         break;
7552                 case Q3DEFORM_AUTOSPRITE:
7553                         if (!dynamicvertex)
7554                         {
7555                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7556                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7557                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7558                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7559                         }
7560                         dynamicvertex = true;
7561                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7562                         break;
7563                 case Q3DEFORM_AUTOSPRITE2:
7564                         if (!dynamicvertex)
7565                         {
7566                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7567                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7568                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7569                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7570                         }
7571                         dynamicvertex = true;
7572                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7573                         break;
7574                 case Q3DEFORM_NORMAL:
7575                         if (!dynamicvertex)
7576                         {
7577                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7578                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7579                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7580                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7581                         }
7582                         dynamicvertex = true;
7583                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7584                         break;
7585                 case Q3DEFORM_WAVE:
7586                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7587                                 break; // if wavefunc is a nop, ignore this transform
7588                         if (!dynamicvertex)
7589                         {
7590                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7591                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7592                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7593                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7594                         }
7595                         dynamicvertex = true;
7596                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7597                         break;
7598                 case Q3DEFORM_BULGE:
7599                         if (!dynamicvertex)
7600                         {
7601                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7602                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7603                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7604                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7605                         }
7606                         dynamicvertex = true;
7607                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7608                         break;
7609                 case Q3DEFORM_MOVE:
7610                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7611                                 break; // if wavefunc is a nop, ignore this transform
7612                         if (!dynamicvertex)
7613                         {
7614                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7615                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7616                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7617                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7618                         }
7619                         dynamicvertex = true;
7620                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7621                         break;
7622                 }
7623         }
7624         if (rsurface.texture->materialshaderpass)
7625         {
7626                 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7627                 {
7628                 default:
7629                 case Q3TCGEN_TEXTURE:
7630                         break;
7631                 case Q3TCGEN_LIGHTMAP:
7632                         if (!dynamicvertex)
7633                         {
7634                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7635                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7636                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7637                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7638                         }
7639                         dynamicvertex = true;
7640                         batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7641                         break;
7642                 case Q3TCGEN_VECTOR:
7643                         if (!dynamicvertex)
7644                         {
7645                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7646                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7647                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7648                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7649                         }
7650                         dynamicvertex = true;
7651                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7652                         break;
7653                 case Q3TCGEN_ENVIRONMENT:
7654                         if (!dynamicvertex)
7655                         {
7656                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7657                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7658                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7659                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7660                         }
7661                         dynamicvertex = true;
7662                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7663                         break;
7664                 }
7665                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7666                 {
7667                         if (!dynamicvertex)
7668                         {
7669                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7670                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7671                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7672                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7673                         }
7674                         dynamicvertex = true;
7675                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7676                 }
7677         }
7678
7679         // the caller can specify BATCHNEED_NOGAPS to force a batch with
7680         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7681         // we ensure this by treating the vertex batch as dynamic...
7682         if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7683         {
7684                 if (!dynamicvertex)
7685                 {
7686                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7687                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7688                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7689                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7690                 }
7691                 dynamicvertex = true;
7692         }
7693
7694         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7695         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7696                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7697
7698         rsurface.batchvertex3f = rsurface.modelvertex3f;
7699         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7700         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7701         rsurface.batchsvector3f = rsurface.modelsvector3f;
7702         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7703         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7704         rsurface.batchtvector3f = rsurface.modeltvector3f;
7705         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7706         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7707         rsurface.batchnormal3f = rsurface.modelnormal3f;
7708         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7709         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7710         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7711         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
7712         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
7713         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7714         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
7715         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
7716         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7717         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7718         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7719         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7720         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7721         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7722         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7723         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7724         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7725         rsurface.batchelement3i = rsurface.modelelement3i;
7726         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7727         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7728         rsurface.batchelement3s = rsurface.modelelement3s;
7729         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7730         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7731         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7732         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7733         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7734         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7735         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7736
7737         // if any dynamic vertex processing has to occur in software, we copy the
7738         // entire surface list together before processing to rebase the vertices
7739         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7740         //
7741         // if any gaps exist and we do not have a static vertex buffer, we have to
7742         // copy the surface list together to avoid wasting upload bandwidth on the
7743         // vertices in the gaps.
7744         //
7745         // if gaps exist and we have a static vertex buffer, we can choose whether
7746         // to combine the index buffer ranges into one dynamic index buffer or
7747         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7748         //
7749         // in many cases the batch is reduced to one draw call.
7750
7751         rsurface.batchmultidraw = false;
7752         rsurface.batchmultidrawnumsurfaces = 0;
7753         rsurface.batchmultidrawsurfacelist = NULL;
7754
7755         if (!dynamicvertex)
7756         {
7757                 // static vertex data, just set pointers...
7758                 rsurface.batchgeneratedvertex = false;
7759                 // if there are gaps, we want to build a combined index buffer,
7760                 // otherwise use the original static buffer with an appropriate offset
7761                 if (gaps)
7762                 {
7763                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7764                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7765                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7766                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7767                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7768                         {
7769                                 rsurface.batchmultidraw = true;
7770                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7771                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7772                                 return;
7773                         }
7774                         // build a new triangle elements array for this batch
7775                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7776                         rsurface.batchfirsttriangle = 0;
7777                         numtriangles = 0;
7778                         for (i = 0;i < texturenumsurfaces;i++)
7779                         {
7780                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7781                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7782                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7783                                 numtriangles += surfacenumtriangles;
7784                         }
7785                         rsurface.batchelement3i_indexbuffer = NULL;
7786                         rsurface.batchelement3i_bufferoffset = 0;
7787                         rsurface.batchelement3s = NULL;
7788                         rsurface.batchelement3s_indexbuffer = NULL;
7789                         rsurface.batchelement3s_bufferoffset = 0;
7790                         if (endvertex <= 65536)
7791                         {
7792                                 // make a 16bit (unsigned short) index array if possible
7793                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7794                                 for (i = 0;i < numtriangles*3;i++)
7795                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7796                         }
7797                 }
7798                 else
7799                 {
7800                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
7801                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7802                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7803                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7804                 }
7805                 return;
7806         }
7807
7808         // something needs software processing, do it for real...
7809         // we only directly handle separate array data in this case and then
7810         // generate interleaved data if needed...
7811         rsurface.batchgeneratedvertex = true;
7812         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7813         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7814         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7815         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7816
7817         // now copy the vertex data into a combined array and make an index array
7818         // (this is what Quake3 does all the time)
7819         // we also apply any skeletal animation here that would have been done in
7820         // the vertex shader, because most of the dynamic vertex animation cases
7821         // need actual vertex positions and normals
7822         //if (dynamicvertex)
7823         {
7824                 rsurface.batchvertex3f = NULL;
7825                 rsurface.batchvertex3f_vertexbuffer = NULL;
7826                 rsurface.batchvertex3f_bufferoffset = 0;
7827                 rsurface.batchsvector3f = NULL;
7828                 rsurface.batchsvector3f_vertexbuffer = NULL;
7829                 rsurface.batchsvector3f_bufferoffset = 0;
7830                 rsurface.batchtvector3f = NULL;
7831                 rsurface.batchtvector3f_vertexbuffer = NULL;
7832                 rsurface.batchtvector3f_bufferoffset = 0;
7833                 rsurface.batchnormal3f = NULL;
7834                 rsurface.batchnormal3f_vertexbuffer = NULL;
7835                 rsurface.batchnormal3f_bufferoffset = 0;
7836                 rsurface.batchlightmapcolor4f = NULL;
7837                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7838                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7839                 rsurface.batchtexcoordtexture2f = NULL;
7840                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7841                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7842                 rsurface.batchtexcoordlightmap2f = NULL;
7843                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7844                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7845                 rsurface.batchskeletalindex4ub = NULL;
7846                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7847                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7848                 rsurface.batchskeletalweight4ub = NULL;
7849                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7850                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7851                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7852                 rsurface.batchelement3i_indexbuffer = NULL;
7853                 rsurface.batchelement3i_bufferoffset = 0;
7854                 rsurface.batchelement3s = NULL;
7855                 rsurface.batchelement3s_indexbuffer = NULL;
7856                 rsurface.batchelement3s_bufferoffset = 0;
7857                 rsurface.batchskeletaltransform3x4buffer = NULL;
7858                 rsurface.batchskeletaltransform3x4offset = 0;
7859                 rsurface.batchskeletaltransform3x4size = 0;
7860                 // we'll only be setting up certain arrays as needed
7861                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7862                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7863                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7864                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7865                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7866                 {
7867                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7868                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7869                 }
7870                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7871                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7872                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7873                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7874                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7875                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7876                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7877                 {
7878                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7879                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7880                 }
7881                 numvertices = 0;
7882                 numtriangles = 0;
7883                 for (i = 0;i < texturenumsurfaces;i++)
7884                 {
7885                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7886                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
7887                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7888                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7889                         // copy only the data requested
7890                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7891                         {
7892                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7893                                 {
7894                                         if (rsurface.batchvertex3f)
7895                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7896                                         else
7897                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7898                                 }
7899                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7900                                 {
7901                                         if (rsurface.modelnormal3f)
7902                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7903                                         else
7904                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7905                                 }
7906                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7907                                 {
7908                                         if (rsurface.modelsvector3f)
7909                                         {
7910                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7911                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7912                                         }
7913                                         else
7914                                         {
7915                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7916                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7917                                         }
7918                                 }
7919                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7920                                 {
7921                                         if (rsurface.modellightmapcolor4f)
7922                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7923                                         else
7924                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7925                                 }
7926                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7927                                 {
7928                                         if (rsurface.modeltexcoordtexture2f)
7929                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7930                                         else
7931                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7932                                 }
7933                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7934                                 {
7935                                         if (rsurface.modeltexcoordlightmap2f)
7936                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7937                                         else
7938                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7939                                 }
7940                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7941                                 {
7942                                         if (rsurface.modelskeletalindex4ub)
7943                                         {
7944                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7945                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7946                                         }
7947                                         else
7948                                         {
7949                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7950                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7951                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7952                                                 for (j = 0;j < surfacenumvertices;j++)
7953                                                         ub[j*4] = 255;
7954                                         }
7955                                 }
7956                         }
7957                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7958                         numvertices += surfacenumvertices;
7959                         numtriangles += surfacenumtriangles;
7960                 }
7961
7962                 // generate a 16bit index array as well if possible
7963                 // (in general, dynamic batches fit)
7964                 if (numvertices <= 65536)
7965                 {
7966                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7967                         for (i = 0;i < numtriangles*3;i++)
7968                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7969                 }
7970
7971                 // since we've copied everything, the batch now starts at 0
7972                 rsurface.batchfirstvertex = 0;
7973                 rsurface.batchnumvertices = batchnumvertices;
7974                 rsurface.batchfirsttriangle = 0;
7975                 rsurface.batchnumtriangles = batchnumtriangles;
7976         }
7977
7978         // apply skeletal animation that would have been done in the vertex shader
7979         if (rsurface.batchskeletaltransform3x4)
7980         {
7981                 const unsigned char *si;
7982                 const unsigned char *sw;
7983                 const float *t[4];
7984                 const float *b = rsurface.batchskeletaltransform3x4;
7985                 float *vp, *vs, *vt, *vn;
7986                 float w[4];
7987                 float m[3][4], n[3][4];
7988                 float tp[3], ts[3], tt[3], tn[3];
7989                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7990                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7991                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7992                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7993                 si = rsurface.batchskeletalindex4ub;
7994                 sw = rsurface.batchskeletalweight4ub;
7995                 vp = rsurface.batchvertex3f;
7996                 vs = rsurface.batchsvector3f;
7997                 vt = rsurface.batchtvector3f;
7998                 vn = rsurface.batchnormal3f;
7999                 memset(m[0], 0, sizeof(m));
8000                 memset(n[0], 0, sizeof(n));
8001                 for (i = 0;i < batchnumvertices;i++)
8002                 {
8003                         t[0] = b + si[0]*12;
8004                         if (sw[0] == 255)
8005                         {
8006                                 // common case - only one matrix
8007                                 m[0][0] = t[0][ 0];
8008                                 m[0][1] = t[0][ 1];
8009                                 m[0][2] = t[0][ 2];
8010                                 m[0][3] = t[0][ 3];
8011                                 m[1][0] = t[0][ 4];
8012                                 m[1][1] = t[0][ 5];
8013                                 m[1][2] = t[0][ 6];
8014                                 m[1][3] = t[0][ 7];
8015                                 m[2][0] = t[0][ 8];
8016                                 m[2][1] = t[0][ 9];
8017                                 m[2][2] = t[0][10];
8018                                 m[2][3] = t[0][11];
8019                         }
8020                         else if (sw[2] + sw[3])
8021                         {
8022                                 // blend 4 matrices
8023                                 t[1] = b + si[1]*12;
8024                                 t[2] = b + si[2]*12;
8025                                 t[3] = b + si[3]*12;
8026                                 w[0] = sw[0] * (1.0f / 255.0f);
8027                                 w[1] = sw[1] * (1.0f / 255.0f);
8028                                 w[2] = sw[2] * (1.0f / 255.0f);
8029                                 w[3] = sw[3] * (1.0f / 255.0f);
8030                                 // blend the matrices
8031                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8032                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8033                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8034                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8035                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8036                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8037                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8038                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8039                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8040                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8041                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8042                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8043                         }
8044                         else
8045                         {
8046                                 // blend 2 matrices
8047                                 t[1] = b + si[1]*12;
8048                                 w[0] = sw[0] * (1.0f / 255.0f);
8049                                 w[1] = sw[1] * (1.0f / 255.0f);
8050                                 // blend the matrices
8051                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8052                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8053                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8054                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8055                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8056                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8057                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8058                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8059                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8060                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8061                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8062                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8063                         }
8064                         si += 4;
8065                         sw += 4;
8066                         // modify the vertex
8067                         VectorCopy(vp, tp);
8068                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8069                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8070                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8071                         vp += 3;
8072                         if (vn)
8073                         {
8074                                 // the normal transformation matrix is a set of cross products...
8075                                 CrossProduct(m[1], m[2], n[0]);
8076                                 CrossProduct(m[2], m[0], n[1]);
8077                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8078                                 VectorCopy(vn, tn);
8079                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8080                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8081                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8082                                 VectorNormalize(vn);
8083                                 vn += 3;
8084                                 if (vs)
8085                                 {
8086                                         VectorCopy(vs, ts);
8087                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8088                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8089                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8090                                         VectorNormalize(vs);
8091                                         vs += 3;
8092                                         VectorCopy(vt, tt);
8093                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8094                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8095                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8096                                         VectorNormalize(vt);
8097                                         vt += 3;
8098                                 }
8099                         }
8100                 }
8101                 rsurface.batchskeletaltransform3x4 = NULL;
8102                 rsurface.batchskeletalnumtransforms = 0;
8103         }
8104
8105         // q1bsp surfaces rendered in vertex color mode have to have colors
8106         // calculated based on lightstyles
8107         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8108         {
8109                 // generate color arrays for the surfaces in this list
8110                 int c[4];
8111                 int scale;
8112                 int size3;
8113                 const int *offsets;
8114                 const unsigned char *lm;
8115                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8116                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8117                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8118                 numvertices = 0;
8119                 for (i = 0;i < texturenumsurfaces;i++)
8120                 {
8121                         surface = texturesurfacelist[i];
8122                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8123                         surfacenumvertices = surface->num_vertices;
8124                         if (surface->lightmapinfo->samples)
8125                         {
8126                                 for (j = 0;j < surfacenumvertices;j++)
8127                                 {
8128                                         lm = surface->lightmapinfo->samples + offsets[j];
8129                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8130                                         VectorScale(lm, scale, c);
8131                                         if (surface->lightmapinfo->styles[1] != 255)
8132                                         {
8133                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8134                                                 lm += size3;
8135                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8136                                                 VectorMA(c, scale, lm, c);
8137                                                 if (surface->lightmapinfo->styles[2] != 255)
8138                                                 {
8139                                                         lm += size3;
8140                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8141                                                         VectorMA(c, scale, lm, c);
8142                                                         if (surface->lightmapinfo->styles[3] != 255)
8143                                                         {
8144                                                                 lm += size3;
8145                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8146                                                                 VectorMA(c, scale, lm, c);
8147                                                         }
8148                                                 }
8149                                         }
8150                                         c[0] >>= 7;
8151                                         c[1] >>= 7;
8152                                         c[2] >>= 7;
8153                                         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);
8154                                         numvertices++;
8155                                 }
8156                         }
8157                         else
8158                         {
8159                                 for (j = 0;j < surfacenumvertices;j++)
8160                                 {
8161                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8162                                         numvertices++;
8163                                 }
8164                         }
8165                 }
8166         }
8167
8168         // if vertices are deformed (sprite flares and things in maps, possibly
8169         // water waves, bulges and other deformations), modify the copied vertices
8170         // in place
8171         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8172         {
8173                 float scale;
8174                 switch (deform->deform)
8175                 {
8176                 default:
8177                 case Q3DEFORM_PROJECTIONSHADOW:
8178                 case Q3DEFORM_TEXT0:
8179                 case Q3DEFORM_TEXT1:
8180                 case Q3DEFORM_TEXT2:
8181                 case Q3DEFORM_TEXT3:
8182                 case Q3DEFORM_TEXT4:
8183                 case Q3DEFORM_TEXT5:
8184                 case Q3DEFORM_TEXT6:
8185                 case Q3DEFORM_TEXT7:
8186                 case Q3DEFORM_NONE:
8187                         break;
8188                 case Q3DEFORM_AUTOSPRITE:
8189                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8190                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8191                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8192                         VectorNormalize(newforward);
8193                         VectorNormalize(newright);
8194                         VectorNormalize(newup);
8195 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8196 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8197 //                      rsurface.batchvertex3f_bufferoffset = 0;
8198 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8199 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8200 //                      rsurface.batchsvector3f_bufferoffset = 0;
8201 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8202 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8203 //                      rsurface.batchtvector3f_bufferoffset = 0;
8204 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8205 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8206 //                      rsurface.batchnormal3f_bufferoffset = 0;
8207                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8208                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8209                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8210                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8211                                 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);
8212                         // a single autosprite surface can contain multiple sprites...
8213                         for (j = 0;j < batchnumvertices - 3;j += 4)
8214                         {
8215                                 VectorClear(center);
8216                                 for (i = 0;i < 4;i++)
8217                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8218                                 VectorScale(center, 0.25f, center);
8219                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8220                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8221                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8222                                 for (i = 0;i < 4;i++)
8223                                 {
8224                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8225                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8226                                 }
8227                         }
8228                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8229                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8230                         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);
8231                         break;
8232                 case Q3DEFORM_AUTOSPRITE2:
8233                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8234                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8235                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8236                         VectorNormalize(newforward);
8237                         VectorNormalize(newright);
8238                         VectorNormalize(newup);
8239 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8240 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8241 //                      rsurface.batchvertex3f_bufferoffset = 0;
8242                         {
8243                                 const float *v1, *v2;
8244                                 vec3_t start, end;
8245                                 float f, l;
8246                                 struct
8247                                 {
8248                                         float length2;
8249                                         const float *v1;
8250                                         const float *v2;
8251                                 }
8252                                 shortest[2];
8253                                 memset(shortest, 0, sizeof(shortest));
8254                                 // a single autosprite surface can contain multiple sprites...
8255                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8256                                 {
8257                                         VectorClear(center);
8258                                         for (i = 0;i < 4;i++)
8259                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8260                                         VectorScale(center, 0.25f, center);
8261                                         // find the two shortest edges, then use them to define the
8262                                         // axis vectors for rotating around the central axis
8263                                         for (i = 0;i < 6;i++)
8264                                         {
8265                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8266                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8267                                                 l = VectorDistance2(v1, v2);
8268                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8269                                                 if (v1[2] != v2[2])
8270                                                         l += (1.0f / 1024.0f);
8271                                                 if (shortest[0].length2 > l || i == 0)
8272                                                 {
8273                                                         shortest[1] = shortest[0];
8274                                                         shortest[0].length2 = l;
8275                                                         shortest[0].v1 = v1;
8276                                                         shortest[0].v2 = v2;
8277                                                 }
8278                                                 else if (shortest[1].length2 > l || i == 1)
8279                                                 {
8280                                                         shortest[1].length2 = l;
8281                                                         shortest[1].v1 = v1;
8282                                                         shortest[1].v2 = v2;
8283                                                 }
8284                                         }
8285                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8286                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8287                                         // this calculates the right vector from the shortest edge
8288                                         // and the up vector from the edge midpoints
8289                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8290                                         VectorNormalize(right);
8291                                         VectorSubtract(end, start, up);
8292                                         VectorNormalize(up);
8293                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8294                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8295                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8296                                         VectorNegate(forward, forward);
8297                                         VectorReflect(forward, 0, up, forward);
8298                                         VectorNormalize(forward);
8299                                         CrossProduct(up, forward, newright);
8300                                         VectorNormalize(newright);
8301                                         // rotate the quad around the up axis vector, this is made
8302                                         // especially easy by the fact we know the quad is flat,
8303                                         // so we only have to subtract the center position and
8304                                         // measure distance along the right vector, and then
8305                                         // multiply that by the newright vector and add back the
8306                                         // center position
8307                                         // we also need to subtract the old position to undo the
8308                                         // displacement from the center, which we do with a
8309                                         // DotProduct, the subtraction/addition of center is also
8310                                         // optimized into DotProducts here
8311                                         l = DotProduct(right, center);
8312                                         for (i = 0;i < 4;i++)
8313                                         {
8314                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8315                                                 f = DotProduct(right, v1) - l;
8316                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8317                                         }
8318                                 }
8319                         }
8320                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8321                         {
8322 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8323 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8324 //                              rsurface.batchnormal3f_bufferoffset = 0;
8325                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8326                         }
8327                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8328                         {
8329 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8330 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8331 //                              rsurface.batchsvector3f_bufferoffset = 0;
8332 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8333 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8334 //                              rsurface.batchtvector3f_bufferoffset = 0;
8335                                 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);
8336                         }
8337                         break;
8338                 case Q3DEFORM_NORMAL:
8339                         // deform the normals to make reflections wavey
8340                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8341                         rsurface.batchnormal3f_vertexbuffer = NULL;
8342                         rsurface.batchnormal3f_bufferoffset = 0;
8343                         for (j = 0;j < batchnumvertices;j++)
8344                         {
8345                                 float vertex[3];
8346                                 float *normal = rsurface.batchnormal3f + 3*j;
8347                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8348                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8349                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8350                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8351                                 VectorNormalize(normal);
8352                         }
8353                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8354                         {
8355 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8356 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8357 //                              rsurface.batchsvector3f_bufferoffset = 0;
8358 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8359 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8360 //                              rsurface.batchtvector3f_bufferoffset = 0;
8361                                 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);
8362                         }
8363                         break;
8364                 case Q3DEFORM_WAVE:
8365                         // deform vertex array to make wavey water and flags and such
8366                         waveparms[0] = deform->waveparms[0];
8367                         waveparms[1] = deform->waveparms[1];
8368                         waveparms[2] = deform->waveparms[2];
8369                         waveparms[3] = deform->waveparms[3];
8370                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8371                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8372                         // this is how a divisor of vertex influence on deformation
8373                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8374                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8375 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8376 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8377 //                      rsurface.batchvertex3f_bufferoffset = 0;
8378 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8379 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8380 //                      rsurface.batchnormal3f_bufferoffset = 0;
8381                         for (j = 0;j < batchnumvertices;j++)
8382                         {
8383                                 // if the wavefunc depends on time, evaluate it per-vertex
8384                                 if (waveparms[3])
8385                                 {
8386                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8387                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8388                                 }
8389                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8390                         }
8391                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8392                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8393                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8394                         {
8395 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8396 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8397 //                              rsurface.batchsvector3f_bufferoffset = 0;
8398 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8399 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8400 //                              rsurface.batchtvector3f_bufferoffset = 0;
8401                                 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);
8402                         }
8403                         break;
8404                 case Q3DEFORM_BULGE:
8405                         // deform vertex array to make the surface have moving bulges
8406 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8407 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8408 //                      rsurface.batchvertex3f_bufferoffset = 0;
8409 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8410 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8411 //                      rsurface.batchnormal3f_bufferoffset = 0;
8412                         for (j = 0;j < batchnumvertices;j++)
8413                         {
8414                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8415                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8416                         }
8417                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8418                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8419                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8420                         {
8421 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8422 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8423 //                              rsurface.batchsvector3f_bufferoffset = 0;
8424 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8425 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8426 //                              rsurface.batchtvector3f_bufferoffset = 0;
8427                                 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);
8428                         }
8429                         break;
8430                 case Q3DEFORM_MOVE:
8431                         // deform vertex array
8432                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8433                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8434                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8435                         VectorScale(deform->parms, scale, waveparms);
8436 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8437 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8438 //                      rsurface.batchvertex3f_bufferoffset = 0;
8439                         for (j = 0;j < batchnumvertices;j++)
8440                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8441                         break;
8442                 }
8443         }
8444
8445         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8446         {
8447         // generate texcoords based on the chosen texcoord source
8448                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8449                 {
8450                 default:
8451                 case Q3TCGEN_TEXTURE:
8452                         break;
8453                 case Q3TCGEN_LIGHTMAP:
8454         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8455         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8456         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8457                         if (rsurface.batchtexcoordlightmap2f)
8458                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8459                         break;
8460                 case Q3TCGEN_VECTOR:
8461         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8462         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8463         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8464                         for (j = 0;j < batchnumvertices;j++)
8465                         {
8466                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8467                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8468                         }
8469                         break;
8470                 case Q3TCGEN_ENVIRONMENT:
8471                         // make environment reflections using a spheremap
8472                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8473                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8474                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8475                         for (j = 0;j < batchnumvertices;j++)
8476                         {
8477                                 // identical to Q3A's method, but executed in worldspace so
8478                                 // carried models can be shiny too
8479
8480                                 float viewer[3], d, reflected[3], worldreflected[3];
8481
8482                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8483                                 // VectorNormalize(viewer);
8484
8485                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8486
8487                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8488                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8489                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8490                                 // note: this is proportinal to viewer, so we can normalize later
8491
8492                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8493                                 VectorNormalize(worldreflected);
8494
8495                                 // note: this sphere map only uses world x and z!
8496                                 // so positive and negative y will LOOK THE SAME.
8497                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8498                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8499                         }
8500                         break;
8501                 }
8502                 // the only tcmod that needs software vertex processing is turbulent, so
8503                 // check for it here and apply the changes if needed
8504                 // and we only support that as the first one
8505                 // (handling a mixture of turbulent and other tcmods would be problematic
8506                 //  without punting it entirely to a software path)
8507                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8508                 {
8509                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8510                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8511         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8512         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8513         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8514                         for (j = 0;j < batchnumvertices;j++)
8515                         {
8516                                 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);
8517                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8518                         }
8519                 }
8520         }
8521 }
8522
8523 void RSurf_DrawBatch(void)
8524 {
8525         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8526         // through the pipeline, killing it earlier in the pipeline would have
8527         // per-surface overhead rather than per-batch overhead, so it's best to
8528         // reject it here, before it hits glDraw.
8529         if (rsurface.batchnumtriangles == 0)
8530                 return;
8531 #if 0
8532         // batch debugging code
8533         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8534         {
8535                 int i;
8536                 int j;
8537                 int c;
8538                 const int *e;
8539                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8540                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8541                 {
8542                         c = e[i];
8543                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8544                         {
8545                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8546                                 {
8547                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8548                                                 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);
8549                                         break;
8550                                 }
8551                         }
8552                 }
8553         }
8554 #endif
8555         if (rsurface.batchmultidraw)
8556         {
8557                 // issue multiple draws rather than copying index data
8558                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8559                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8560                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8561                 for (i = 0;i < numsurfaces;)
8562                 {
8563                         // combine consecutive surfaces as one draw
8564                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8565                                 if (surfacelist[j] != surfacelist[k] + 1)
8566                                         break;
8567                         firstvertex = surfacelist[i]->num_firstvertex;
8568                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8569                         firsttriangle = surfacelist[i]->num_firsttriangle;
8570                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8571                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8572                         i = j;
8573                 }
8574         }
8575         else
8576         {
8577                 // there is only one consecutive run of index data (may have been combined)
8578                 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);
8579         }
8580 }
8581
8582 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8583 {
8584         // pick the closest matching water plane
8585         int planeindex, vertexindex, bestplaneindex = -1;
8586         float d, bestd;
8587         vec3_t vert;
8588         const float *v;
8589         r_waterstate_waterplane_t *p;
8590         qboolean prepared = false;
8591         bestd = 0;
8592         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8593         {
8594                 if(p->camera_entity != rsurface.texture->camera_entity)
8595                         continue;
8596                 d = 0;
8597                 if(!prepared)
8598                 {
8599                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8600                         prepared = true;
8601                         if(rsurface.batchnumvertices == 0)
8602                                 break;
8603                 }
8604                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8605                 {
8606                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8607                         d += fabs(PlaneDiff(vert, &p->plane));
8608                 }
8609                 if (bestd > d || bestplaneindex < 0)
8610                 {
8611                         bestd = d;
8612                         bestplaneindex = planeindex;
8613                 }
8614         }
8615         return bestplaneindex;
8616         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8617         // this situation though, as it might be better to render single larger
8618         // batches with useless stuff (backface culled for example) than to
8619         // render multiple smaller batches
8620 }
8621
8622 void RSurf_SetupDepthAndCulling(void)
8623 {
8624         // submodels are biased to avoid z-fighting with world surfaces that they
8625         // may be exactly overlapping (avoids z-fighting artifacts on certain
8626         // doors and things in Quake maps)
8627         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8628         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8629         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8630         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8631 }
8632
8633 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8634 {
8635         int j;
8636         const float *v;
8637         float p[3], mins[3], maxs[3];
8638         int scissor[4];
8639         // transparent sky would be ridiculous
8640         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8641                 return;
8642         R_SetupShader_Generic_NoTexture(false, false);
8643         skyrenderlater = true;
8644         RSurf_SetupDepthAndCulling();
8645         GL_DepthMask(true);
8646
8647         // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8648         if (r_sky_scissor.integer)
8649         {
8650                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8651                 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8652                 {
8653                         Matrix4x4_Transform(&rsurface.matrix, v, p);
8654                         if (j > 0)
8655                         {
8656                                 if (mins[0] > p[0]) mins[0] = p[0];
8657                                 if (mins[1] > p[1]) mins[1] = p[1];
8658                                 if (mins[2] > p[2]) mins[2] = p[2];
8659                                 if (maxs[0] < p[0]) maxs[0] = p[0];
8660                                 if (maxs[1] < p[1]) maxs[1] = p[1];
8661                                 if (maxs[2] < p[2]) maxs[2] = p[2];
8662                         }
8663                         else
8664                         {
8665                                 VectorCopy(p, mins);
8666                                 VectorCopy(p, maxs);
8667                         }
8668                 }
8669                 if (!R_ScissorForBBox(mins, maxs, scissor))
8670                 {
8671                         if (skyscissor[2])
8672                         {
8673                                 if (skyscissor[0] > scissor[0])
8674                                 {
8675                                         skyscissor[2] += skyscissor[0] - scissor[0];
8676                                         skyscissor[0] = scissor[0];
8677                                 }
8678                                 if (skyscissor[1] > scissor[1])
8679                                 {
8680                                         skyscissor[3] += skyscissor[1] - scissor[1];
8681                                         skyscissor[1] = scissor[1];
8682                                 }
8683                                 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8684                                         skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8685                                 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8686                                         skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8687                         }
8688                         else
8689                                 Vector4Copy(scissor, skyscissor);
8690                 }
8691         }
8692
8693         // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8694         // skymasking on them, and Quake3 never did sky masking (unlike
8695         // software Quake and software Quake2), so disable the sky masking
8696         // in Quake3 maps as it causes problems with q3map2 sky tricks,
8697         // and skymasking also looks very bad when noclipping outside the
8698         // level, so don't use it then either.
8699         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8700         {
8701                 R_Mesh_ResetTextureState();
8702                 if (skyrendermasked)
8703                 {
8704                         R_SetupShader_DepthOrShadow(false, false, false);
8705                         // depth-only (masking)
8706                         GL_ColorMask(0, 0, 0, 0);
8707                         // just to make sure that braindead drivers don't draw
8708                         // anything despite that colormask...
8709                         GL_BlendFunc(GL_ZERO, GL_ONE);
8710                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8711                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8712                 }
8713                 else
8714                 {
8715                         R_SetupShader_Generic_NoTexture(false, false);
8716                         // fog sky
8717                         GL_BlendFunc(GL_ONE, GL_ZERO);
8718                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8719                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8720                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8721                 }
8722                 RSurf_DrawBatch();
8723                 if (skyrendermasked)
8724                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8725         }
8726         R_Mesh_ResetTextureState();
8727         GL_Color(1, 1, 1, 1);
8728 }
8729
8730 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8731 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8732 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8733 {
8734         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8735                 return;
8736         if (prepass)
8737         {
8738                 // render screenspace normalmap to texture
8739                 GL_DepthMask(true);
8740                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8741                 RSurf_DrawBatch();
8742                 return;
8743         }
8744
8745         // bind lightmap texture
8746
8747         // water/refraction/reflection/camera surfaces have to be handled specially
8748         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8749         {
8750                 int start, end, startplaneindex;
8751                 for (start = 0;start < texturenumsurfaces;start = end)
8752                 {
8753                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8754                         if(startplaneindex < 0)
8755                         {
8756                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8757                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8758                                 end = start + 1;
8759                                 continue;
8760                         }
8761                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8762                                 ;
8763                         // now that we have a batch using the same planeindex, render it
8764                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8765                         {
8766                                 // render water or distortion background
8767                                 GL_DepthMask(true);
8768                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8769                                 RSurf_DrawBatch();
8770                                 // blend surface on top
8771                                 GL_DepthMask(false);
8772                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8773                                 RSurf_DrawBatch();
8774                         }
8775                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8776                         {
8777                                 // render surface with reflection texture as input
8778                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8779                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8780                                 RSurf_DrawBatch();
8781                         }
8782                 }
8783                 return;
8784         }
8785
8786         // render surface batch normally
8787         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8788         R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8789         RSurf_DrawBatch();
8790 }
8791
8792 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8793 {
8794         int vi;
8795         int j;
8796         int texturesurfaceindex;
8797         int k;
8798         const msurface_t *surface;
8799         float surfacecolor4f[4];
8800
8801 //      R_Mesh_ResetTextureState();
8802         R_SetupShader_Generic_NoTexture(false, false);
8803
8804         GL_BlendFunc(GL_ONE, GL_ZERO);
8805         GL_DepthMask(writedepth);
8806
8807         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8808         vi = 0;
8809         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8810         {
8811                 surface = texturesurfacelist[texturesurfaceindex];
8812                 k = (int)(((size_t)surface) / sizeof(msurface_t));
8813                 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8814                 for (j = 0;j < surface->num_vertices;j++)
8815                 {
8816                         Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8817                         vi++;
8818                 }
8819         }
8820         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8821         RSurf_DrawBatch();
8822 }
8823
8824 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8825 {
8826         CHECKGLERROR
8827         RSurf_SetupDepthAndCulling();
8828         if (r_showsurfaces.integer && r_refdef.view.showdebug)
8829         {
8830                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8831                 return;
8832         }
8833         switch (vid.renderpath)
8834         {
8835         case RENDERPATH_GL32:
8836         case RENDERPATH_GLES2:
8837                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8838                 break;
8839         }
8840         CHECKGLERROR
8841 }
8842
8843 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8844 {
8845         int i, j;
8846         int texturenumsurfaces, endsurface;
8847         texture_t *texture;
8848         const msurface_t *surface;
8849         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8850
8851         RSurf_ActiveModelEntity(ent, true, true, false);
8852
8853         if (r_transparentdepthmasking.integer)
8854         {
8855                 qboolean setup = false;
8856                 for (i = 0;i < numsurfaces;i = j)
8857                 {
8858                         j = i + 1;
8859                         surface = rsurface.modelsurfaces + surfacelist[i];
8860                         texture = surface->texture;
8861                         rsurface.texture = R_GetCurrentTexture(texture);
8862                         rsurface.lightmaptexture = NULL;
8863                         rsurface.deluxemaptexture = NULL;
8864                         rsurface.uselightmaptexture = false;
8865                         // scan ahead until we find a different texture
8866                         endsurface = min(i + 1024, numsurfaces);
8867                         texturenumsurfaces = 0;
8868                         texturesurfacelist[texturenumsurfaces++] = surface;
8869                         for (;j < endsurface;j++)
8870                         {
8871                                 surface = rsurface.modelsurfaces + surfacelist[j];
8872                                 if (texture != surface->texture)
8873                                         break;
8874                                 texturesurfacelist[texturenumsurfaces++] = surface;
8875                         }
8876                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8877                                 continue;
8878                         // render the range of surfaces as depth
8879                         if (!setup)
8880                         {
8881                                 setup = true;
8882                                 GL_ColorMask(0,0,0,0);
8883                                 GL_Color(1,1,1,1);
8884                                 GL_DepthTest(true);
8885                                 GL_BlendFunc(GL_ONE, GL_ZERO);
8886                                 GL_DepthMask(true);
8887 //                              R_Mesh_ResetTextureState();
8888                         }
8889                         RSurf_SetupDepthAndCulling();
8890                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8891                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8892                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8893                         RSurf_DrawBatch();
8894                 }
8895                 if (setup)
8896                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8897         }
8898
8899         for (i = 0;i < numsurfaces;i = j)
8900         {
8901                 j = i + 1;
8902                 surface = rsurface.modelsurfaces + surfacelist[i];
8903                 texture = surface->texture;
8904                 rsurface.texture = R_GetCurrentTexture(texture);
8905                 // scan ahead until we find a different texture
8906                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8907                 texturenumsurfaces = 0;
8908                 texturesurfacelist[texturenumsurfaces++] = surface;
8909                         rsurface.lightmaptexture = surface->lightmaptexture;
8910                         rsurface.deluxemaptexture = surface->deluxemaptexture;
8911                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8912                         for (;j < endsurface;j++)
8913                         {
8914                                 surface = rsurface.modelsurfaces + surfacelist[j];
8915                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8916                                         break;
8917                                 texturesurfacelist[texturenumsurfaces++] = surface;
8918                         }
8919                 // render the range of surfaces
8920                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8921         }
8922         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8923 }
8924
8925 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8926 {
8927         // transparent surfaces get pushed off into the transparent queue
8928         int surfacelistindex;
8929         const msurface_t *surface;
8930         vec3_t tempcenter, center;
8931         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8932         {
8933                 surface = texturesurfacelist[surfacelistindex];
8934                 if (r_transparent_sortsurfacesbynearest.integer)
8935                 {
8936                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8937                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8938                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8939                 }
8940                 else
8941                 {
8942                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8943                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8944                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8945                 }
8946                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8947                 if (rsurface.entity->transparent_offset) // transparent offset
8948                 {
8949                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8950                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8951                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8952                 }
8953                 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8954         }
8955 }
8956
8957 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8958 {
8959         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8960                 return;
8961         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8962                 return;
8963         RSurf_SetupDepthAndCulling();
8964         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8965         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8966         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8967         RSurf_DrawBatch();
8968 }
8969
8970 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8971 {
8972         CHECKGLERROR
8973         if (ui)
8974                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8975         else if (depthonly)
8976                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8977         else if (prepass)
8978         {
8979                 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8980                         return;
8981                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8982                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8983                 else
8984                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8985         }
8986         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8987                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8988         else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8989                 return;
8990         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8991         {
8992                 // in the deferred case, transparent surfaces were queued during prepass
8993                 if (!r_shadow_usingdeferredprepass)
8994                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8995         }
8996         else
8997         {
8998                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8999                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9000         }
9001         CHECKGLERROR
9002 }
9003
9004 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9005 {
9006         int i, j;
9007         texture_t *texture;
9008         R_FrameData_SetMark();
9009         // break the surface list down into batches by texture and use of lightmapping
9010         for (i = 0;i < numsurfaces;i = j)
9011         {
9012                 j = i + 1;
9013                 // texture is the base texture pointer, rsurface.texture is the
9014                 // current frame/skin the texture is directing us to use (for example
9015                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9016                 // use skin 1 instead)
9017                 texture = surfacelist[i]->texture;
9018                 rsurface.texture = R_GetCurrentTexture(texture);
9019                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9020                 {
9021                         // if this texture is not the kind we want, skip ahead to the next one
9022                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9023                                 ;
9024                         continue;
9025                 }
9026                 if(depthonly || prepass)
9027                 {
9028                         rsurface.lightmaptexture = NULL;
9029                         rsurface.deluxemaptexture = NULL;
9030                         rsurface.uselightmaptexture = false;
9031                         // simply scan ahead until we find a different texture or lightmap state
9032                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9033                                 ;
9034                 }
9035                 else
9036                 {
9037                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9038                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9039                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9040                         // simply scan ahead until we find a different texture or lightmap state
9041                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9042                                 ;
9043                 }
9044                 // render the range of surfaces
9045                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9046         }
9047         R_FrameData_ReturnToMark();
9048 }
9049
9050 float locboxvertex3f[6*4*3] =
9051 {
9052         1,0,1, 1,0,0, 1,1,0, 1,1,1,
9053         0,1,1, 0,1,0, 0,0,0, 0,0,1,
9054         1,1,1, 1,1,0, 0,1,0, 0,1,1,
9055         0,0,1, 0,0,0, 1,0,0, 1,0,1,
9056         0,0,1, 1,0,1, 1,1,1, 0,1,1,
9057         1,0,0, 0,0,0, 0,1,0, 1,1,0
9058 };
9059
9060 unsigned short locboxelements[6*2*3] =
9061 {
9062          0, 1, 2, 0, 2, 3,
9063          4, 5, 6, 4, 6, 7,
9064          8, 9,10, 8,10,11,
9065         12,13,14, 12,14,15,
9066         16,17,18, 16,18,19,
9067         20,21,22, 20,22,23
9068 };
9069
9070 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9071 {
9072         int i, j;
9073         cl_locnode_t *loc = (cl_locnode_t *)ent;
9074         vec3_t mins, size;
9075         float vertex3f[6*4*3];
9076         CHECKGLERROR
9077         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9078         GL_DepthMask(false);
9079         GL_DepthRange(0, 1);
9080         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9081         GL_DepthTest(true);
9082         GL_CullFace(GL_NONE);
9083         R_EntityMatrix(&identitymatrix);
9084
9085 //      R_Mesh_ResetTextureState();
9086
9087         i = surfacelist[0];
9088         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9089                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9090                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9091                         surfacelist[0] < 0 ? 0.5f : 0.125f);
9092
9093         if (VectorCompare(loc->mins, loc->maxs))
9094         {
9095                 VectorSet(size, 2, 2, 2);
9096                 VectorMA(loc->mins, -0.5f, size, mins);
9097         }
9098         else
9099         {
9100                 VectorCopy(loc->mins, mins);
9101                 VectorSubtract(loc->maxs, loc->mins, size);
9102         }
9103
9104         for (i = 0;i < 6*4*3;)
9105                 for (j = 0;j < 3;j++, i++)
9106                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9107
9108         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9109         R_SetupShader_Generic_NoTexture(false, false);
9110         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9111 }
9112
9113 void R_DrawLocs(void)
9114 {
9115         int index;
9116         cl_locnode_t *loc, *nearestloc;
9117         vec3_t center;
9118         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9119         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9120         {
9121                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9122                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9123         }
9124 }
9125
9126 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9127 {
9128         if (decalsystem->decals)
9129                 Mem_Free(decalsystem->decals);
9130         memset(decalsystem, 0, sizeof(*decalsystem));
9131 }
9132
9133 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, unsigned int decalsequence)
9134 {
9135         tridecal_t *decal;
9136         tridecal_t *decals;
9137         int i;
9138
9139         // expand or initialize the system
9140         if (decalsystem->maxdecals <= decalsystem->numdecals)
9141         {
9142                 decalsystem_t old = *decalsystem;
9143                 qboolean useshortelements;
9144                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9145                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9146                 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)));
9147                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9148                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9149                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9150                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9151                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9152                 if (decalsystem->numdecals)
9153                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9154                 if (old.decals)
9155                         Mem_Free(old.decals);
9156                 for (i = 0;i < decalsystem->maxdecals*3;i++)
9157                         decalsystem->element3i[i] = i;
9158                 if (useshortelements)
9159                         for (i = 0;i < decalsystem->maxdecals*3;i++)
9160                                 decalsystem->element3s[i] = i;
9161         }
9162
9163         // grab a decal and search for another free slot for the next one
9164         decals = decalsystem->decals;
9165         decal = decalsystem->decals + (i = decalsystem->freedecal++);
9166         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9167                 ;
9168         decalsystem->freedecal = i;
9169         if (decalsystem->numdecals <= i)
9170                 decalsystem->numdecals = i + 1;
9171
9172         // initialize the decal
9173         decal->lived = 0;
9174         decal->triangleindex = triangleindex;
9175         decal->surfaceindex = surfaceindex;
9176         decal->decalsequence = decalsequence;
9177         decal->color4f[0][0] = c0[0];
9178         decal->color4f[0][1] = c0[1];
9179         decal->color4f[0][2] = c0[2];
9180         decal->color4f[0][3] = 1;
9181         decal->color4f[1][0] = c1[0];
9182         decal->color4f[1][1] = c1[1];
9183         decal->color4f[1][2] = c1[2];
9184         decal->color4f[1][3] = 1;
9185         decal->color4f[2][0] = c2[0];
9186         decal->color4f[2][1] = c2[1];
9187         decal->color4f[2][2] = c2[2];
9188         decal->color4f[2][3] = 1;
9189         decal->vertex3f[0][0] = v0[0];
9190         decal->vertex3f[0][1] = v0[1];
9191         decal->vertex3f[0][2] = v0[2];
9192         decal->vertex3f[1][0] = v1[0];
9193         decal->vertex3f[1][1] = v1[1];
9194         decal->vertex3f[1][2] = v1[2];
9195         decal->vertex3f[2][0] = v2[0];
9196         decal->vertex3f[2][1] = v2[1];
9197         decal->vertex3f[2][2] = v2[2];
9198         decal->texcoord2f[0][0] = t0[0];
9199         decal->texcoord2f[0][1] = t0[1];
9200         decal->texcoord2f[1][0] = t1[0];
9201         decal->texcoord2f[1][1] = t1[1];
9202         decal->texcoord2f[2][0] = t2[0];
9203         decal->texcoord2f[2][1] = t2[1];
9204         TriangleNormal(v0, v1, v2, decal->plane);
9205         VectorNormalize(decal->plane);
9206         decal->plane[3] = DotProduct(v0, decal->plane);
9207 }
9208
9209 extern cvar_t cl_decals_bias;
9210 extern cvar_t cl_decals_models;
9211 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9212 // baseparms, parms, temps
9213 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9214 {
9215         int cornerindex;
9216         int index;
9217         float v[9][3];
9218         const float *vertex3f;
9219         const float *normal3f;
9220         int numpoints;
9221         float points[2][9][3];
9222         float temp[3];
9223         float tc[9][2];
9224         float f;
9225         float c[9][4];
9226         const int *e;
9227
9228         e = rsurface.modelelement3i + 3*triangleindex;
9229
9230         vertex3f = rsurface.modelvertex3f;
9231         normal3f = rsurface.modelnormal3f;
9232
9233         if (normal3f)
9234         {
9235                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9236                 {
9237                         index = 3*e[cornerindex];
9238                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9239                 }
9240         }
9241         else
9242         {
9243                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9244                 {
9245                         index = 3*e[cornerindex];
9246                         VectorCopy(vertex3f + index, v[cornerindex]);
9247                 }
9248         }
9249
9250         // cull backfaces
9251         //TriangleNormal(v[0], v[1], v[2], normal);
9252         //if (DotProduct(normal, localnormal) < 0.0f)
9253         //      continue;
9254         // clip by each of the box planes formed from the projection matrix
9255         // if anything survives, we emit the decal
9256         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]);
9257         if (numpoints < 3)
9258                 return;
9259         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]);
9260         if (numpoints < 3)
9261                 return;
9262         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]);
9263         if (numpoints < 3)
9264                 return;
9265         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]);
9266         if (numpoints < 3)
9267                 return;
9268         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]);
9269         if (numpoints < 3)
9270                 return;
9271         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]);
9272         if (numpoints < 3)
9273                 return;
9274         // some part of the triangle survived, so we have to accept it...
9275         if (dynamic)
9276         {
9277                 // dynamic always uses the original triangle
9278                 numpoints = 3;
9279                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9280                 {
9281                         index = 3*e[cornerindex];
9282                         VectorCopy(vertex3f + index, v[cornerindex]);
9283                 }
9284         }
9285         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9286         {
9287                 // convert vertex positions to texcoords
9288                 Matrix4x4_Transform(projection, v[cornerindex], temp);
9289                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9290                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9291                 // calculate distance fade from the projection origin
9292                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9293                 f = bound(0.0f, f, 1.0f);
9294                 c[cornerindex][0] = r * f;
9295                 c[cornerindex][1] = g * f;
9296                 c[cornerindex][2] = b * f;
9297                 c[cornerindex][3] = 1.0f;
9298                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9299         }
9300         if (dynamic)
9301                 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);
9302         else
9303                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9304                         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);
9305 }
9306 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, unsigned int decalsequence)
9307 {
9308         matrix4x4_t projection;
9309         decalsystem_t *decalsystem;
9310         qboolean dynamic;
9311         dp_model_t *model;
9312         const msurface_t *surface;
9313         const msurface_t *surfaces;
9314         const int *surfacelist;
9315         const texture_t *texture;
9316         int numtriangles;
9317         int numsurfacelist;
9318         int surfacelistindex;
9319         int surfaceindex;
9320         int triangleindex;
9321         float localorigin[3];
9322         float localnormal[3];
9323         float localmins[3];
9324         float localmaxs[3];
9325         float localsize;
9326         //float normal[3];
9327         float planes[6][4];
9328         float angles[3];
9329         bih_t *bih;
9330         int bih_triangles_count;
9331         int bih_triangles[256];
9332         int bih_surfaces[256];
9333
9334         decalsystem = &ent->decalsystem;
9335         model = ent->model;
9336         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9337         {
9338                 R_DecalSystem_Reset(&ent->decalsystem);
9339                 return;
9340         }
9341
9342         if (!model->brush.data_leafs && !cl_decals_models.integer)
9343         {
9344                 if (decalsystem->model)
9345                         R_DecalSystem_Reset(decalsystem);
9346                 return;
9347         }
9348
9349         if (decalsystem->model != model)
9350                 R_DecalSystem_Reset(decalsystem);
9351         decalsystem->model = model;
9352
9353         RSurf_ActiveModelEntity(ent, true, false, false);
9354
9355         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9356         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9357         VectorNormalize(localnormal);
9358         localsize = worldsize*rsurface.inversematrixscale;
9359         localmins[0] = localorigin[0] - localsize;
9360         localmins[1] = localorigin[1] - localsize;
9361         localmins[2] = localorigin[2] - localsize;
9362         localmaxs[0] = localorigin[0] + localsize;
9363         localmaxs[1] = localorigin[1] + localsize;
9364         localmaxs[2] = localorigin[2] + localsize;
9365
9366         //VectorCopy(localnormal, planes[4]);
9367         //VectorVectors(planes[4], planes[2], planes[0]);
9368         AnglesFromVectors(angles, localnormal, NULL, false);
9369         AngleVectors(angles, planes[0], planes[2], planes[4]);
9370         VectorNegate(planes[0], planes[1]);
9371         VectorNegate(planes[2], planes[3]);
9372         VectorNegate(planes[4], planes[5]);
9373         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9374         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9375         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9376         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9377         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9378         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9379
9380 #if 1
9381 // works
9382 {
9383         matrix4x4_t forwardprojection;
9384         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9385         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9386 }
9387 #else
9388 // broken
9389 {
9390         float projectionvector[4][3];
9391         VectorScale(planes[0], ilocalsize, projectionvector[0]);
9392         VectorScale(planes[2], ilocalsize, projectionvector[1]);
9393         VectorScale(planes[4], ilocalsize, projectionvector[2]);
9394         projectionvector[0][0] = planes[0][0] * ilocalsize;
9395         projectionvector[0][1] = planes[1][0] * ilocalsize;
9396         projectionvector[0][2] = planes[2][0] * ilocalsize;
9397         projectionvector[1][0] = planes[0][1] * ilocalsize;
9398         projectionvector[1][1] = planes[1][1] * ilocalsize;
9399         projectionvector[1][2] = planes[2][1] * ilocalsize;
9400         projectionvector[2][0] = planes[0][2] * ilocalsize;
9401         projectionvector[2][1] = planes[1][2] * ilocalsize;
9402         projectionvector[2][2] = planes[2][2] * ilocalsize;
9403         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9404         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9405         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9406         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9407 }
9408 #endif
9409
9410         dynamic = model->surfmesh.isanimated;
9411         numsurfacelist = model->nummodelsurfaces;
9412         surfacelist = model->sortedmodelsurfaces;
9413         surfaces = model->data_surfaces;
9414
9415         bih = NULL;
9416         bih_triangles_count = -1;
9417         if(!dynamic)
9418         {
9419                 if(model->render_bih.numleafs)
9420                         bih = &model->render_bih;
9421                 else if(model->collision_bih.numleafs)
9422                         bih = &model->collision_bih;
9423         }
9424         if(bih)
9425                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9426         if(bih_triangles_count == 0)
9427                 return;
9428         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9429                 return;
9430         if(bih_triangles_count > 0)
9431         {
9432                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9433                 {
9434                         surfaceindex = bih_surfaces[triangleindex];
9435                         surface = surfaces + surfaceindex;
9436                         texture = surface->texture;
9437                         if (!texture)
9438                                 continue;
9439                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9440                                 continue;
9441                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9442                                 continue;
9443                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9444                 }
9445         }
9446         else
9447         {
9448                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9449                 {
9450                         surfaceindex = surfacelist[surfacelistindex];
9451                         surface = surfaces + surfaceindex;
9452                         // check cull box first because it rejects more than any other check
9453                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9454                                 continue;
9455                         // skip transparent surfaces
9456                         texture = surface->texture;
9457                         if (!texture)
9458                                 continue;
9459                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9460                                 continue;
9461                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9462                                 continue;
9463                         numtriangles = surface->num_triangles;
9464                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9465                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9466                 }
9467         }
9468 }
9469
9470 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9471 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, unsigned int decalsequence)
9472 {
9473         int renderentityindex;
9474         float worldmins[3];
9475         float worldmaxs[3];
9476         entity_render_t *ent;
9477
9478         worldmins[0] = worldorigin[0] - worldsize;
9479         worldmins[1] = worldorigin[1] - worldsize;
9480         worldmins[2] = worldorigin[2] - worldsize;
9481         worldmaxs[0] = worldorigin[0] + worldsize;
9482         worldmaxs[1] = worldorigin[1] + worldsize;
9483         worldmaxs[2] = worldorigin[2] + worldsize;
9484
9485         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9486
9487         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9488         {
9489                 ent = r_refdef.scene.entities[renderentityindex];
9490                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9491                         continue;
9492
9493                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9494         }
9495 }
9496
9497 typedef struct r_decalsystem_splatqueue_s
9498 {
9499         vec3_t worldorigin;
9500         vec3_t worldnormal;
9501         float color[4];
9502         float tcrange[4];
9503         float worldsize;
9504         unsigned int decalsequence;
9505 }
9506 r_decalsystem_splatqueue_t;
9507
9508 int r_decalsystem_numqueued = 0;
9509 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9510
9511 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)
9512 {
9513         r_decalsystem_splatqueue_t *queue;
9514
9515         if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9516                 return;
9517
9518         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9519         VectorCopy(worldorigin, queue->worldorigin);
9520         VectorCopy(worldnormal, queue->worldnormal);
9521         Vector4Set(queue->color, r, g, b, a);
9522         Vector4Set(queue->tcrange, s1, t1, s2, t2);
9523         queue->worldsize = worldsize;
9524         queue->decalsequence = cl.decalsequence++;
9525 }
9526
9527 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9528 {
9529         int i;
9530         r_decalsystem_splatqueue_t *queue;
9531
9532         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9533                 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);
9534         r_decalsystem_numqueued = 0;
9535 }
9536
9537 extern cvar_t cl_decals_max;
9538 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9539 {
9540         int i;
9541         decalsystem_t *decalsystem = &ent->decalsystem;
9542         int numdecals;
9543         unsigned int killsequence;
9544         tridecal_t *decal;
9545         float frametime;
9546         float lifetime;
9547
9548         if (!decalsystem->numdecals)
9549                 return;
9550
9551         if (r_showsurfaces.integer)
9552                 return;
9553
9554         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9555         {
9556                 R_DecalSystem_Reset(decalsystem);
9557                 return;
9558         }
9559
9560         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9561         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9562
9563         if (decalsystem->lastupdatetime)
9564                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9565         else
9566                 frametime = 0;
9567         decalsystem->lastupdatetime = r_refdef.scene.time;
9568         numdecals = decalsystem->numdecals;
9569
9570         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9571         {
9572                 if (decal->color4f[0][3])
9573                 {
9574                         decal->lived += frametime;
9575                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9576                         {
9577                                 memset(decal, 0, sizeof(*decal));
9578                                 if (decalsystem->freedecal > i)
9579                                         decalsystem->freedecal = i;
9580                         }
9581                 }
9582         }
9583         decal = decalsystem->decals;
9584         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9585                 numdecals--;
9586
9587         // collapse the array by shuffling the tail decals into the gaps
9588         for (;;)
9589         {
9590                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9591                         decalsystem->freedecal++;
9592                 if (decalsystem->freedecal == numdecals)
9593                         break;
9594                 decal[decalsystem->freedecal] = decal[--numdecals];
9595         }
9596
9597         decalsystem->numdecals = numdecals;
9598
9599         if (numdecals <= 0)
9600         {
9601                 // if there are no decals left, reset decalsystem
9602                 R_DecalSystem_Reset(decalsystem);
9603         }
9604 }
9605
9606 extern skinframe_t *decalskinframe;
9607 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9608 {
9609         int i;
9610         decalsystem_t *decalsystem = &ent->decalsystem;
9611         int numdecals;
9612         tridecal_t *decal;
9613         float faderate;
9614         float alpha;
9615         float *v3f;
9616         float *c4f;
9617         float *t2f;
9618         const int *e;
9619         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9620         int numtris = 0;
9621
9622         numdecals = decalsystem->numdecals;
9623         if (!numdecals)
9624                 return;
9625
9626         if (r_showsurfaces.integer)
9627                 return;
9628
9629         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9630         {
9631                 R_DecalSystem_Reset(decalsystem);
9632                 return;
9633         }
9634
9635         // if the model is static it doesn't matter what value we give for
9636         // wantnormals and wanttangents, so this logic uses only rules applicable
9637         // to a model, knowing that they are meaningless otherwise
9638         RSurf_ActiveModelEntity(ent, false, false, false);
9639
9640         decalsystem->lastupdatetime = r_refdef.scene.time;
9641
9642         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9643
9644         // update vertex positions for animated models
9645         v3f = decalsystem->vertex3f;
9646         c4f = decalsystem->color4f;
9647         t2f = decalsystem->texcoord2f;
9648         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9649         {
9650                 if (!decal->color4f[0][3])
9651                         continue;
9652
9653                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9654                         continue;
9655
9656                 // skip backfaces
9657                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9658                         continue;
9659
9660                 // update color values for fading decals
9661                 if (decal->lived >= cl_decals_time.value)
9662                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9663                 else
9664                         alpha = 1.0f;
9665
9666                 c4f[ 0] = decal->color4f[0][0] * alpha;
9667                 c4f[ 1] = decal->color4f[0][1] * alpha;
9668                 c4f[ 2] = decal->color4f[0][2] * alpha;
9669                 c4f[ 3] = 1;
9670                 c4f[ 4] = decal->color4f[1][0] * alpha;
9671                 c4f[ 5] = decal->color4f[1][1] * alpha;
9672                 c4f[ 6] = decal->color4f[1][2] * alpha;
9673                 c4f[ 7] = 1;
9674                 c4f[ 8] = decal->color4f[2][0] * alpha;
9675                 c4f[ 9] = decal->color4f[2][1] * alpha;
9676                 c4f[10] = decal->color4f[2][2] * alpha;
9677                 c4f[11] = 1;
9678
9679                 t2f[0] = decal->texcoord2f[0][0];
9680                 t2f[1] = decal->texcoord2f[0][1];
9681                 t2f[2] = decal->texcoord2f[1][0];
9682                 t2f[3] = decal->texcoord2f[1][1];
9683                 t2f[4] = decal->texcoord2f[2][0];
9684                 t2f[5] = decal->texcoord2f[2][1];
9685
9686                 // update vertex positions for animated models
9687                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9688                 {
9689                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9690                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9691                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9692                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9693                 }
9694                 else
9695                 {
9696                         VectorCopy(decal->vertex3f[0], v3f);
9697                         VectorCopy(decal->vertex3f[1], v3f + 3);
9698                         VectorCopy(decal->vertex3f[2], v3f + 6);
9699                 }
9700
9701                 if (r_refdef.fogenabled)
9702                 {
9703                         alpha = RSurf_FogVertex(v3f);
9704                         VectorScale(c4f, alpha, c4f);
9705                         alpha = RSurf_FogVertex(v3f + 3);
9706                         VectorScale(c4f + 4, alpha, c4f + 4);
9707                         alpha = RSurf_FogVertex(v3f + 6);
9708                         VectorScale(c4f + 8, alpha, c4f + 8);
9709                 }
9710
9711                 v3f += 9;
9712                 c4f += 12;
9713                 t2f += 6;
9714                 numtris++;
9715         }
9716
9717         if (numtris > 0)
9718         {
9719                 r_refdef.stats[r_stat_drawndecals] += numtris;
9720
9721                 // now render the decals all at once
9722                 // (this assumes they all use one particle font texture!)
9723                 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);
9724 //              R_Mesh_ResetTextureState();
9725                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9726                 GL_DepthMask(false);
9727                 GL_DepthRange(0, 1);
9728                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9729                 GL_DepthTest(true);
9730                 GL_CullFace(GL_NONE);
9731                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9732                 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9733                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9734         }
9735 }
9736
9737 static void R_DrawModelDecals(void)
9738 {
9739         int i, numdecals;
9740
9741         // fade faster when there are too many decals
9742         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9743         for (i = 0;i < r_refdef.scene.numentities;i++)
9744                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9745
9746         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9747         for (i = 0;i < r_refdef.scene.numentities;i++)
9748                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9749                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9750
9751         R_DecalSystem_ApplySplatEntitiesQueue();
9752
9753         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9754         for (i = 0;i < r_refdef.scene.numentities;i++)
9755                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9756
9757         r_refdef.stats[r_stat_totaldecals] += numdecals;
9758
9759         if (r_showsurfaces.integer || !r_drawdecals.integer)
9760                 return;
9761
9762         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9763
9764         for (i = 0;i < r_refdef.scene.numentities;i++)
9765         {
9766                 if (!r_refdef.viewcache.entityvisible[i])
9767                         continue;
9768                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9769                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9770         }
9771 }
9772
9773 static void R_DrawDebugModel(void)
9774 {
9775         entity_render_t *ent = rsurface.entity;
9776         int i, j, flagsmask;
9777         const msurface_t *surface;
9778         dp_model_t *model = ent->model;
9779
9780         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9781                 return;
9782
9783         if (r_showoverdraw.value > 0)
9784         {
9785                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9786                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9787                 R_SetupShader_Generic_NoTexture(false, false);
9788                 GL_DepthTest(false);
9789                 GL_DepthMask(false);
9790                 GL_DepthRange(0, 1);
9791                 GL_BlendFunc(GL_ONE, GL_ONE);
9792                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9793                 {
9794                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9795                                 continue;
9796                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9797                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9798                         {
9799                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9800                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9801                                 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9802                                         GL_Color(c, 0, 0, 1.0f);
9803                                 else if (ent == r_refdef.scene.worldentity)
9804                                         GL_Color(c, c, c, 1.0f);
9805                                 else
9806                                         GL_Color(0, c, 0, 1.0f);
9807                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9808                                 RSurf_DrawBatch();
9809                         }
9810                 }
9811                 rsurface.texture = NULL;
9812         }
9813
9814         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9815
9816 //      R_Mesh_ResetTextureState();
9817         R_SetupShader_Generic_NoTexture(false, false);
9818         GL_DepthRange(0, 1);
9819         GL_DepthTest(!r_showdisabledepthtest.integer);
9820         GL_DepthMask(false);
9821         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9822
9823         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9824         {
9825                 int triangleindex;
9826                 int bihleafindex;
9827                 qboolean cullbox = false;
9828                 const q3mbrush_t *brush;
9829                 const bih_t *bih = &model->collision_bih;
9830                 const bih_leaf_t *bihleaf;
9831                 float vertex3f[3][3];
9832                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9833                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9834                 {
9835                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9836                                 continue;
9837                         switch (bihleaf->type)
9838                         {
9839                         case BIH_BRUSH:
9840                                 brush = model->brush.data_brushes + bihleaf->itemindex;
9841                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
9842                                 {
9843                                         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);
9844                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9845                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9846                                 }
9847                                 break;
9848                         case BIH_COLLISIONTRIANGLE:
9849                                 triangleindex = bihleaf->itemindex;
9850                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9851                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9852                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9853                                 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);
9854                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9855                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9856                                 break;
9857                         case BIH_RENDERTRIANGLE:
9858                                 triangleindex = bihleaf->itemindex;
9859                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9860                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9861                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9862                                 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);
9863                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9864                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9865                                 break;
9866                         }
9867                 }
9868         }
9869
9870         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9871
9872 #ifndef USE_GLES2
9873         if (r_showtris.value > 0 && qglPolygonMode)
9874         {
9875                 if (r_showdisabledepthtest.integer)
9876                 {
9877                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9878                         GL_DepthMask(false);
9879                 }
9880                 else
9881                 {
9882                         GL_BlendFunc(GL_ONE, GL_ZERO);
9883                         GL_DepthMask(true);
9884                 }
9885                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9886                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9887                 {
9888                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9889                                 continue;
9890                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9891                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9892                         {
9893                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9894                                 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9895                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9896                                 else if (ent == r_refdef.scene.worldentity)
9897                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9898                                 else
9899                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9900                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9901                                 RSurf_DrawBatch();
9902                         }
9903                 }
9904                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9905                 rsurface.texture = NULL;
9906         }
9907
9908 # if 0
9909         // FIXME!  implement r_shownormals with just triangles
9910         if (r_shownormals.value != 0 && qglBegin)
9911         {
9912                 int l, k;
9913                 vec3_t v;
9914                 if (r_showdisabledepthtest.integer)
9915                 {
9916                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9917                         GL_DepthMask(false);
9918                 }
9919                 else
9920                 {
9921                         GL_BlendFunc(GL_ONE, GL_ZERO);
9922                         GL_DepthMask(true);
9923                 }
9924                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9925                 {
9926                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9927                                 continue;
9928                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9929                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9930                         {
9931                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9932                                 qglBegin(GL_LINES);
9933                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9934                                 {
9935                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9936                                         {
9937                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9938                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9939                                                 qglVertex3f(v[0], v[1], v[2]);
9940                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9941                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9942                                                 qglVertex3f(v[0], v[1], v[2]);
9943                                         }
9944                                 }
9945                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9946                                 {
9947                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9948                                         {
9949                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9950                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9951                                                 qglVertex3f(v[0], v[1], v[2]);
9952                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9953                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9954                                                 qglVertex3f(v[0], v[1], v[2]);
9955                                         }
9956                                 }
9957                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9958                                 {
9959                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9960                                         {
9961                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9962                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9963                                                 qglVertex3f(v[0], v[1], v[2]);
9964                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9965                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9966                                                 qglVertex3f(v[0], v[1], v[2]);
9967                                         }
9968                                 }
9969                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9970                                 {
9971                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9972                                         {
9973                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9974                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9975                                                 qglVertex3f(v[0], v[1], v[2]);
9976                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9977                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9978                                                 qglVertex3f(v[0], v[1], v[2]);
9979                                         }
9980                                 }
9981                                 qglEnd();
9982                                 CHECKGLERROR
9983                         }
9984                 }
9985                 rsurface.texture = NULL;
9986         }
9987 # endif
9988 #endif
9989 }
9990
9991 int r_maxsurfacelist = 0;
9992 const msurface_t **r_surfacelist = NULL;
9993 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9994 {
9995         int i, j, endj, flagsmask;
9996         dp_model_t *model = ent->model;
9997         msurface_t *surfaces;
9998         unsigned char *update;
9999         int numsurfacelist = 0;
10000         if (model == NULL)
10001                 return;
10002
10003         if (r_maxsurfacelist < model->num_surfaces)
10004         {
10005                 r_maxsurfacelist = model->num_surfaces;
10006                 if (r_surfacelist)
10007                         Mem_Free((msurface_t **)r_surfacelist);
10008                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10009         }
10010
10011         if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10012                 RSurf_ActiveModelEntity(ent, false, false, false);
10013         else if (prepass)
10014                 RSurf_ActiveModelEntity(ent, true, true, true);
10015         else if (depthonly)
10016                 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10017         else
10018                 RSurf_ActiveModelEntity(ent, true, true, false);
10019
10020         surfaces = model->data_surfaces;
10021         update = model->brushq1.lightmapupdateflags;
10022
10023         // update light styles
10024         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10025         {
10026                 model_brush_lightstyleinfo_t *style;
10027                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10028                 {
10029                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
10030                         {
10031                                 int *list = style->surfacelist;
10032                                 style->value = r_refdef.scene.lightstylevalue[style->style];
10033                                 for (j = 0;j < style->numsurfaces;j++)
10034                                         update[list[j]] = true;
10035                         }
10036                 }
10037         }
10038
10039         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10040
10041         if (debug)
10042         {
10043                 R_DrawDebugModel();
10044                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10045                 return;
10046         }
10047
10048         rsurface.lightmaptexture = NULL;
10049         rsurface.deluxemaptexture = NULL;
10050         rsurface.uselightmaptexture = false;
10051         rsurface.texture = NULL;
10052         rsurface.rtlight = NULL;
10053         numsurfacelist = 0;
10054         // add visible surfaces to draw list
10055         if (ent == r_refdef.scene.worldentity)
10056         {
10057                 // for the world entity, check surfacevisible
10058                 for (i = 0;i < model->nummodelsurfaces;i++)
10059                 {
10060                         j = model->sortedmodelsurfaces[i];
10061                         if (r_refdef.viewcache.world_surfacevisible[j])
10062                                 r_surfacelist[numsurfacelist++] = surfaces + j;
10063                 }
10064         }
10065         else if (ui)
10066         {
10067                 // for ui we have to preserve the order of surfaces
10068                 for (i = 0; i < model->nummodelsurfaces; i++)
10069                         r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10070         }
10071         else
10072         {
10073                 // add all surfaces
10074                 for (i = 0; i < model->nummodelsurfaces; i++)
10075                         r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10076         }
10077         // don't do anything if there were no surfaces
10078         if (!numsurfacelist)
10079         {
10080                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10081                 return;
10082         }
10083         // update lightmaps if needed
10084         if (update)
10085         {
10086                 int updated = 0;
10087                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10088                 {
10089                         if (update[j])
10090                         {
10091                                 updated++;
10092                                 R_BuildLightMap(ent, surfaces + j);
10093                         }
10094                 }
10095         }
10096
10097         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10098
10099         // add to stats if desired
10100         if (r_speeds.integer && !skysurfaces && !depthonly)
10101         {
10102                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10103                 for (j = 0;j < numsurfacelist;j++)
10104                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10105         }
10106
10107         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10108 }
10109
10110 void R_DebugLine(vec3_t start, vec3_t end)
10111 {
10112         dp_model_t *mod = CL_Mesh_UI();
10113         msurface_t *surf;
10114         int e0, e1, e2, e3;
10115         float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10116         float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10117         float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10118         vec4_t w[2], s[2];
10119
10120         // transform to screen coords first
10121         Vector4Set(w[0], start[0], start[1], start[2], 1);
10122         Vector4Set(w[1], end[0], end[1], end[2], 1);
10123         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10124         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10125         x1 = s[0][0] * vid_conwidth.value / vid.width;
10126         y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10127         x2 = s[1][0] * vid_conwidth.value / vid.width;
10128         y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10129         //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10130
10131         // add the line to the UI mesh for drawing later
10132
10133         // width is measured in real pixels
10134         if (fabs(x2 - x1) > fabs(y2 - y1))
10135         {
10136                 offsetx = 0;
10137                 offsety = 0.5f * width * vid_conheight.value / vid.height;
10138         }
10139         else
10140         {
10141                 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10142                 offsety = 0;
10143         }
10144         surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10145         e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10146         e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10147         e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10148         e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10149         Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10150         Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10151
10152 }
10153
10154
10155 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10156 {
10157         static texture_t texture;
10158
10159         // fake enough texture and surface state to render this geometry
10160
10161         texture.update_lastrenderframe = -1; // regenerate this texture
10162         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10163         texture.basealpha = 1.0f;
10164         texture.currentskinframe = skinframe;
10165         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10166         texture.offsetmapping = OFFSETMAPPING_OFF;
10167         texture.offsetscale = 1;
10168         texture.specularscalemod = 1;
10169         texture.specularpowermod = 1;
10170         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10171
10172         R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10173 }
10174
10175 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, qboolean ui)
10176 {
10177         static msurface_t surface;
10178         const msurface_t *surfacelist = &surface;
10179
10180         // fake enough texture and surface state to render this geometry
10181         surface.texture = texture;
10182         surface.num_triangles = numtriangles;
10183         surface.num_firsttriangle = firsttriangle;
10184         surface.num_vertices = numvertices;
10185         surface.num_firstvertex = firstvertex;
10186
10187         // now render it
10188         rsurface.texture = R_GetCurrentTexture(surface.texture);
10189         rsurface.lightmaptexture = NULL;
10190         rsurface.deluxemaptexture = NULL;
10191         rsurface.uselightmaptexture = false;
10192         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);
10193 }